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Chentoufi's Water Crisis Adventure

The document summarizes support from Kickstarter backers for a project to determine the fate of the city of Chentoufi. It lists backer names in different tiers, including Diamond, Platinum, Gold, and Silver. The highest levels of support, Diamond and Platinum, recognize individual backers, while Gold and Silver list multiple backers.

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100% found this document useful (2 votes)
651 views67 pages

Chentoufi's Water Crisis Adventure

The document summarizes support from Kickstarter backers for a project to determine the fate of the city of Chentoufi. It lists backer names in different tiers, including Diamond, Platinum, Gold, and Silver. The highest levels of support, Diamond and Platinum, recognize individual backers, while Gold and Silver list multiple backers.

Uploaded by

rdgfisher
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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�'-,
The Fate of Chentoufi
S urvival of the C ity H angs in the Balance
A n A dventure for 8th - 10 th L evels
Kickstarter Contributors
Thank you to our Kickstarter Backers!
Expeditioners
Andrew Greene Andrew Thomas Donovan Scherer Iv0ryW0lf Marc Waschle Rob Bent William Walters
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The Fate of Chentoufi Credits
1. Introduction............................................. ii Written By:
2.The World oF okkorim .............................ii Luke Gygax & Matt “KC Rift” Everhart

3. Background. ..............................................1 Creative Consultant: Bouchra Gygax

4. Adventure Synopsis..................................4 Layout & Design: Jody Henning

5. In and Around Chentoufi.........................5 Editor: Miguel Colon

6. Personalities.............................................6 Cover Art: Michael Syrigos

7. Act I Dark Tidings.................................. 10 Artists: Chris Arneson, Carlos Martins,

8. Act II Out to Sea....................................15 Erie Dini

9. Act III Depths of Despair.......................20 Chentoufi maps by Alyssa Faden and


Alex Farebrother-Naylor
10. Creatures and NPCs.............................39
Dungeon Maps by Augustinael
11. Maps........................................................55
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written permission of Luke Gygax.

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Copyright 2023 by Luke Gygax.
All Rights Reserved.

i
Introduction
This series was originally thought up as a single adventure module meant as a special offering for Gary
Con XIII, and sought to bring more depth and context to the great city of Chentoufi. The adventure is
set in the fantastic WORLD of OKKORIMTM [oh-KAW-reem], a harsh land where only the cunning and
powerful prosper. The scenario unfolds with the adventurers completing their last adventure in a great
cinematic fashion, but must return to Chentoufi in order to rest and recuperate.

THE WORLD of OKKORIM


Eons past, Okkorim was crisscrossed with waterways and rich with flora and fauna. It was a land
replete with resources, but one culture prospered more than others. Through the systematic conquest
and assimilation of neighboring peoples and their lands, the Empire of the Ydrissid [ee-DRIH-sihd] was
born. The Empire’s greatest strength was its mastery of dweomercraft, and through it Ydrissid sorcerers
established dominion over the entirety of Okkorim. Over the course of centuries, their influence extended
to other planes of existence, but at the height of their power, the Ydrissid sorcerers erred grievously. They
unleashed a cataclysmic elemental force in the heart of their civilization, a disaster known to modern
sages as The Wrath. The Ydrissid’s arcane might was eclipsed by their hubris, and it cost them everything.

Centuries have passed since the catastrophe that changed Okkorim and created the BLIGHTED
LANDSTM, as the wasteland is described today. Though new civilizations rose from the Ydrissid ashes,
many of the Empire’s secrets remain undiscovered. The structures of the city of Chentoufi, for example,
survived The Wrath, but its population was all but wiped out. Reborn in recent decades, the city teems
anew with a mishmash of human groups and a sprinkling of non-humans. As a consequence of this
growth, trade with other cultures— including the dwarves of Mount Gygantor [gi-GAN-tawr]—has
flourished.

ii
Background
The Oculus of Senrahbah is one of four ancient Unfortunately the Eye had other plans for itself
and powerful relics used centuries ago by the and had long ago melted its way through the
Ydrissid Empire used to grant them control limestone foundation of the prison and into the
over the four elements—in a similar, but more massive Dahloom— the Everdark of Okkorim—
powerful manner than what is used by the where it was eventually discovered by a group
Zenoks of Chentoufi today. As the Empire of of secret cultists called the Oracle of Natatorial
Ydrissid crumbled, the artifacts were eventually Verisimilitude. These cultists worshiped the Eye
lost and spread to the winds across Okkorim. for many, many years in the dank recesses of the
Everdark, appreciating its power over water and
The Oculus itself held sway over elemental water never revealing it as the secret water source for
and was similarly powerful in magical divination. all of Chentoufi.
During the power struggle that preceded The
Wrath, the device was in the possession of Eventually the use of the Eye captured the
a powerful wizard whose name is lost in the attention of Kthaat, an ancient god of the depths,
mists of time, deep in the heart of the Ydrissid the seas, and deep horrors. Kthaat sent its
Empire. The mage lord fled from the destruction minions to corrupt the cult and gain control
of The Wrath using the power of the Oculus of over the Eye which it saw as a way to regain its
Senrahbah to shield him. In the tumultuous presence on Okkorim. Kthaat and its corrupted
decades that followed, the power and glory of cult worked for decades attempting to use the
the once mighty Ydrissid disappeared like water power of the Eye to open a portal to the Prime
poured in the sands. The Oculus traded owners Material Plane that would allow Kthaat to pour
several times and its exact whereabouts were through into the world.
unknown until it was discovered by a group
of Jhe’dhari cultists in the city of Chentoufi. While all of this was occurring, others across
The group referring to itself as The Oracle of Okkorim also were learning of the Eye and its
Natatorial Verisimilitude, or simply The Oracle, power. The Pale Covenant, a group of powerful
discovered this powerful artifact in the Kannat, and influential wizards with ties and reach
or undercity, below Chentoufi. across Okkorim, hired Pelicos Red to find the
Eye and bring it to them at all costs. At the
In episode one, the adventurers were hired by same time, the great Abu L’eth had unraveled
a mercenary by the name of Pelicos the Red to the mystery behind The Oracle of Natatorial
help him find The Eye of Chentoufi—a colloquial Verisimilitude and also had its eye on stealing
term for the Oculus. He claimed to be a treasure the artifact for its own machinations.
hunter at his wit’s end and nearly out of money,
begging them for their help. The ensuing rather In the end of episode two, the party of
high-profile hunt through the city alerted some adventurers turned out to be the key to setting
of the most powerful organizations in the area things into motion. As the group fought their way
to rally against them, including the Sisterhood of through the prison, the Carve of tunnels beneath
Mazuzuh. it, and into the Dahloom, their benefactor,
Pelicos Red was quietly on their heels. As they
In episode two, the party ventured deep below struggled against Kthaat and its minions, Pelicos
the city, beneath even the famed Kannat sewer slipped in and stole the Eye from the Oracle and
tunnels where they discovered an ancient beat a hasty retreat, leaving the party to deal
prison once controlled by the Ydrissid. After a with a very angry group of cultists.
brief struggle with the mechanical guards still
residing in the prison, the adventurers came As The Fate of Chentoufi begins some months
upon the location of what was once the resting after the end of episode two, the party is
spot for the Oculus of Senrahbah. beginning to notice many strange events

1
occurring in and around the city. For one,
mysterious sightings of an apparition have been NOTE ON WATER RELATED SUMMONINGS
reported on numerous occasions around the & MAGIC EFFECTS IN OKKORIM:
Kassir district. This has caused unease in the The Great Wrath that devastated Okkorim was
area with many people calling it an ill omen. a result of one faction of Ydrissid summoning
More troubling has been the disappearance of a very powerful fire elemental noble and
several ships over the last week or more that has attempting to bind it to their service. The
some sailors refusing to take to the seas. This, in fire elemental was trapped but not defeated,
turn, is beginning to cause some disruptions in as it was able to call for help to its kin who
trade and travel that has people concerned. descended upon Okkorim in force, laying
waste to the Ydrissid Empire and freeing the
As if this were not bad enough, the most many elementals held in servitude to the
troublesome situation in Chentoufi is an sorcerer-lords.
inexplicable and increasingly drastic drought
that has been plaguing the city for the last few As a result of this massive influx of beings
months. This drought, of course, is the direct from the Plane of Fire, the veil between
result of removal of the Oculus of Senrahbah. Okkorim and the Plane of Fire is thin. All
Unbeknownst to nearly anyone, the Eye of spells and items that summon or create a
Chentoufi was magically drawing water into the magical effect involving water or contact with
aquifer beneath the city which, in turn, was used the Plane of Water are at a penalty. A caster
by the citizens as their fresh water source. When must make a spellcasting statistic save in
the Eye of Chentoufi was removed, water was no order to be able to cast the spell successfully.
longer being drawn into the aquifer. It was not Failure means the spell slot is expended
long before the aquifer began to dry up and the with no result. Even if the spell is cast the
drought began. efficacy of the spell is reduced according to
the table below. Hence an ice storm cast by
a warlock within 25 miles of a Blighted Lands
Water Related Summonings hex would need to make a CHA Save of 20 to
and Effects Table successfully cast the spell, and the spell would
only function at 20% of its normal power.
Location DC Efficacy
The effect would be weakened resulting in
In the Blighted Lands 25 10% (2d8 x 0.20) bludgeoning and (4d6 x0.20)
Within 25 miles 20 20% cold damage. The Oculus of Senrahbah
served to counteract this effect in a 50 mile
Within 150 miles 15 30% radius around the city of Chentoufi which
Within 500 miles 10 50% is the reason it could support such a large
population.

Water spells cast within Chentoufi are at 50%


efficacy.

2
Pelicos, the thief of the Oculus, has not been he knew fear, but then his fear was gone and he
idle during this time. Pelicos took the Eye for simply felt himself falling into dark, warm waters
himself, believing he could control the ancient as the Eye pulled him closer. The last thoughts
magical item and use it to gain power and Pelicos had were of laying in the comforting
influence. Perhaps, he thought, even enough embrace of the deep ocean... forever.
to elevate himself to Zenok, one of the mighty
spellcasters who have mastered a portion of the As Pelicos fell, the sarcophagus cracked open
ancient Ydrissid’s secrets. He was so confident and a withered, skeletal hand emerged from the
in his ability to control the powerful device, he sliver of space.
betrayed not only the adventurers but also his
original employer, The Pale Covenant. Gamemaster Notes
This adventure is meant to be run with minimal
Unbeknownst to Pelicos, however, was that the preparation and ease of play. With that in mind,
spirit of Ireshkigal, a once powerful Ydrissid there are several things to consider when
wizard, had awakened with the removal of the running this adventure:
device from its resting place in the Everdark
and she was very eager to get it back. She
immediately began tempting Pelicos from afar • Minimal flavor text allowing you set the pace
with visions of power and glory. At first she and tone
gently implanted feelings and urges to walk • Bolded words and phrases to emphasize
along the beaches and stare out across the Sea important parts of the paragraph
of Najur. Then subtly the Eye began to tug at
the edges of Pelicos’ mind directly, pushing
• Maps and illustrations to show the players.
him out to sea in search of... something. He
ventured further and further out, until at last Acts and Events
he discovered the blue hole within a remote This adventure is broken up into three Acts.
atoll called Phantom’s Reef. Beneath the waves Each act has a bulleted list and developments
of the blue hole he discovered an ancient and that are happening behind the scenes; and a
magnificent fortress made of dark basalt. The crescendo, which is a question (or questions)
fortress was well guarded by giant sharks, for the Gamemaster. Once these have been
squids, scaly aquatic humanoids, and others answered, it should indicate the peak of the act
that flitted through the dark waters out of his has been reached. From there is an example of
vision. Mysteriously, none of the creatures that how to transition to the next act.
seemingly guarded the place challenged Pelicos
as he made his way deep beneath the surface of Events are provided within each act for the
the sea. Gamemaster to shape the story to their liking.
Some of the events are required, but others are
The thief entered the incredibly old structure, optional. While they are not necessarily listed in
discovering the interior was dry and filled chronological order, some events will logically
with stale but breathable air. He explored the make sense occurring before others.
corridors - continuously pulled deeper into the
structure towards something... important. It was
there Pelicos Red discovered a long forgotten
burial chamber filled with chests, urns, clay
pots, shining weapons, strange devices, ornate
carpets, paintings, and jewelry. Further to the
rear of the area, he discovered a sarcophagus
carved from a single block of malachite. Pelicos
felt a presence in the chamber and for a moment

3
Adventure Synopsis
• Act I begins a few months after losing the Eye • The party eventually finds two different
beneath the city of Chentoufi. The characters captains who are willing to take them out to
have gone about their lives, perhaps even gone sea, but they must decide which one to work
on other adventures since then. with.
• As time has passed, the city of Chentoufi begins • Following the directions provided by Loam and
to feel the impact of losing the Eye, whether or the information they received about the ships
not they realized it immediately. In particular, a that have recently gone missing, they are able to
water shortage has struck the city leaving many track down the probable location of Ireshkigal’s
without their basic needs during this lair—the Phantom Reef far off the coast.
particularly hot summer. Crops wither,
livestock dies, and famine looms.
• Act III begins as the adventurers make it to the
atoll and must dive beneath the waves and
• Riots begin breaking out as resources become descend to Ireshkigal’s fortress and the cause of
more and more scarce and this is punctuated by all the misfortune in Chentoufi.
a raid into the city by the Beluk-Tu, the
slimescaled fishmen who serve the ancient one,
• Figuring out how to descend to the temple and
fight their way past the temple guardians proves
Kthaat.
to be quite challenging, but they manage to
• Worse still, someone or something has been make it to the bottom of the hole and into the
seen wandering the streets of Chentoufi, fortress through magic and a little help from
causing people to cry of ill-omens and curses. Loam.
Most say it wanders in and around the Azure
Spire, almost as if it were searching for
• Once they are inside, Loam’s projection meets
them and tells them he is trapped here, but
something.
he can guide and assist them in stopping the
• At some point, the Sisterhood of Mazuzah engine that is slowly raising the fortress from
seeks out the adventurers, telling them they are the deep.
not only responsible for this apocalypse, but
also that they must make it right, telling them
• After stopping the magical engine, they must
make their way to the inner sanctum where the
the Azure Spire must be connected somehow.
sea lich Ireshkigal has awakened and is
• Once investigated, they find an ancient Ydrissid- recovering from her long hibernation.
turned-construct named Loam has projected his
consciousness into the Azure Spire and has
• In the final battle, the party learns of the true,
fearsome power of Ireshkigal and the Oculus of
been searching for someone or something to Senrahbah, but with the aid of Loam they are
help him - upon their arrival, he pleads for their able to force the sea lich to flee, recover the
aid. artifact, and save the city!
• Loam tells them of the lich and how she has
taken possession of the Eye, explaining she is
reconnecting with the Eye, her phylactery, in
order to revive her body from its deep sleep.
• In Act II, the adventurers must decide how to
get out to sea in order to stop the sea lich.
• Asking around the docks, they find that many
ship captains are hesitant to leave the safety of
the Chentoufi docks, for fear of being lost as
several others have been over the last few
weeks.

4
In and Around Chentoufi The Oculus of Senrahbah (SIN-raw-baw)
The Oculus of Senrahbah—also known as the
Beluk-Tu Eye of Chentoufi—is an immensely powerful
The fish folk that inhabit secluded coastal caves artifact crafted by the Ydrissid thousands of
and underground waterways in the Dahloom are years ago. One of four elemental artifacts, the
called Beluk-Tu. They are Medium-sized sentient Eye holds extreme power over elemental water.
creatures with a wide variety of personality For decades, the cult known as The Oracle of
types, skills, and professions as a species. They Natatorial Verisimilitude has coveted the Eye,
are sometimes called “slime-skins” by others intending to use it as a conduit with which they
based on the thin coat of mucus on their fine could bring their master — the dark god Kthaat
scaly skin. This term is considered rude and — here to the Material Plane.
mildly insulting by most Beluk-Tu, they prefer the
term fishmen. The tribe encountered in However, the true owner of the artifact—the lich
this scenario has ill intentions for the party known as Ireshkigal, who had been in stasis
and is plotting to bring in an ally of the Ancient for eons—was awakened when the Eye was so
Ones who has languished for centuries in the empowered, and seeks to be reunited with the
blackness far below where sunlight pierces the device she had lost so long ago.
waters: Kthaat, Dark Lord of the Depths.
The Oracle of Natatorial Verisimilitude
Chentoufi Once a peaceful and small sect of water
The ancient City of Chentoufi is a remnant elemental priests who discovered the resting
from the Ydrissid Empire that was destroyed place of the Eye nearly two hundred years ago.
millennia ago in a catastrophe known as The The Oracle protected and nurtured the Eye,
Wrath. The city is an amalgam of old and new understanding its power, but not seeking to use
architecture. The hundreds of majestic onion it. Unfortunately, the Oracle was infiltrated and
topped towers that reach impossibly high above corrupted by followers of the ancient one, Kthaat,
the surface; perfectly smooth, wide, and durable and their following quickly began a journey along
streets; and a complex sewer system from the a darker path — a path to summon the dark
Ydrissid stand in juxtaposition to the small blue water god, Kthaat.
mud-brick homes and windy, cluttered alleyways
built by the current denizens. No one is certain
The Pale Covenant
why Chentoufi survived The Wrath whilst all
Thousands of years since the fall of the Ydrissid,
other Ydrissid cities were destroyed or buried
a power-hungry and secretive group of influential
in the Blighted Lands. Whatever the reason, the
magic-users known as the Pale Covenant, led
city was discovered by a tribe of nomads who
by the Zenok named Prezizor—a Disciple of
made
Nerhof—have learned of the existence of the
it their home and built it into a vast cosmopolitan
Oculus and its legendary power. The Pale
trade center that is today. Chentoufi has denizens
Covenant has but one goal—bringing about the
of many races, backgrounds, and occupations.
end of this weak and contemptuous world and
The vast population and vibrant trade fuels
instead, harnessing the awesome might of the
criminal organizations, cults, shrines, guilds,
Ydrissid to resurrect the Empire once again!
mercenary groups, and many centers of learning
both magical and mundane.

5
Tirash
The Tirash is a sleek and agile ship with a
Personalities
narrow hull and a large, triangular sail that Abu L’eth and the Ancient Ones
allows it to move swiftly through the choppy Eons ago, the Ancient Ones, incomprehensible
coastal waters. It is also capable of maneuvering gods from an alien cosmos, set their sights on
in low winds and rough seas with 50 oars and is the conquest of Okkorim. The Ydrissid Empire
reinforced with sturdy timbers to withstand the of Okkorim, with its vast power and conquests
rigors of long voyages. across many planes, drew their attention and
wrath. The Ancient Ones began to influence
The Tirash has a reputation for being a lucky and cultivate many cults and followers across
ship, having weathered many storms and the land of the Ydrissid. Slowly, they gathered
encountered few mishaps during its time at enough energy to open a gateway for Yogshuroth,
sea. Adad-nirari and his crew are proud to call the Harbinger of Horror, and its aberrant army.
the Tirash their home, and they take great care They intended to weaken the barriers between
to maintain and improve the vessel to ensure realms and prepare for the Ancient Ones’
it remains seaworthy for many more years to eventual destruction and domination of the
come. petulant Ydrissid.

Adar-nirari owns and captains the “Tirash” However, the most adept wizards of the Ydrissid
and the ship has a long and storied history in Empire discovered the invasion and rallied
Okkorim, having been passed down through the their factions, leading to a series of battles that
generations and serving as a reliable and sturdy resulted in the defeat of Yogshuroth and the
vessel for trade and transportation for many imprisonment of the Harbinger. The high priest,
years along the coast.

Zenoks of Chentoufi
Chentoufi is the home of many powerful
personas. Many people, powerful adventurers
among them, come to Chentoufi seeking the
lost knowledge of the Ydrissid. Of the many
that search out the lost lore of the city, a few
successfully find and understand it. The very top
of this elite group earn the title Bitaal il Zenok
[BI-tahl ihl ZEN-awk] or simply “Zenok”.

The Zenoks command fear and respect by all


in and around Chentoufi. Many Zenoks are
famous, or infamous, for their power and deeds.
They hold status above that of a hero but below
that accorded to actual demi-gods. Zenoks
are often aligned with one of the powerful
organizations vying for power in Chentoufi, and
a few sell their services, which can change the
skeins of fate, significantly raising up one group
or destroying another.

Abu L’eth’s true form


Art by Erie Dini

6
the Septarch, along with the True Zenoks, storms, earning him a reputation as a reliable
masters of the elements, sealed Yogshuroth and capable mariner. Adad-nirari is known for
away in a secret location. But the victory came his fair and just leadership style, always putting
at a great cost, as the True Zenoks disappeared, the safety of his crew and the success of their
leaving their fate shrouded in mystery. While voyages first. He is fiercely loyal to his home
Okkorim was temporarily saved, the threat of the of Chentoufi and works tirelessly to protect its
Ancient Ones still looms over all of Okkorim. shores and trade routes from pirates and other
threats. Adad-nirari is renowned for his ability
Amidst the aftermath, Abu L’eth, an to navigate the oceans of Okkorim by combining
opportunistic aboleth who served as a the use of stars and what he calls an “ancient
subordinate commander under Yogshuroth, Ydrissid secret” to guide his ship through the
seized the opportunity to take control. This vast and unpredictable waters of the world.
millennia-old being, with vast resources and
influence across planes, pledged allegiance to Ireshkigal (eh-RESH-ki-gal)
the Ancient Ones, but sought godlike status for The archlich known as Ireshkigal was one
itself. When the Ydrissid closed the planar gate, of the few Ydrissid who managed to survive
cutting off Abu L’eth from its empire, the aboleth The Wrath that toppled their Empire, but not
realized a new chance for power. without cost. She was once feared and respected
throughout Okkorim for her formidable control
Abu L’eth has studied and lived amongst the over elemental water and her cunning and
people for centuries, waiting for the right ruthlessness among her peers.
moment to strike. Varneezer, known as the
“Lord of Sewers,” is one of Abu L’eth’s favorite Ireshkigal’s origins are shrouded in mystery,
and most influential disguises. In this guise, but it is believed that she was once a great
the aboleth wields significant influence in the sorceress and high-ranking among Ydrissid
criminal underground of Chentoufi. With huge aristocracy. She had devoted her life to studying
amounts of wealth, power, and knowledge, Abu the arcane powers of elemental water and its
L’eth manipulates events from the shadows even relationship to the other six elements. She was
today. known for her incredible magical talent and her
fierce determination. As part of a cabal of water
The secrets of Abu L’eth and the Ancient Ones wizards, Ireshkigal had a hand in the creation of
remain known only to a select few. Abu L’eth the Oculus of Senrahbah and was among those
possesses knowledge of what truly happened who used the Eye to great effect during the time
at Blood Reef and the fate of the disappeared of the Ydrissid.
True Zenoks. As a being of immense power
and cunning, Abu L’eth has traversed Okkorim However, Ireshkigal’s thirst for power and
in various forms, observing and studying the eternal life separated her from the interests of
people in preparation for its ultimate goal. While the group and she instead sought to control the
its empire remains inaccessible for now, Abu Eye herself. Eventually this corruption led her
L’eth patiently waits, biding its time and seeking down a dark path and she turned to dark magic
opportunities to gather its otherworldly forces and necromancy in order to extend her life,
and wage war, ready to claim Okkorim as its escaping The Wrath. This transformation into a
own. lich came at a great cost, however, as it required
her to sacrifice her physical body and become
Adad-nirari an undead being bound to the Oculus, forever
A skilled and respected leader among the trapped between life and death.
maritime community in Chentoufi, Adad-
nirari has spent many years sailing the seas of After The Wrath, the Eye itself was misplaced
Okkorim and navigating through treacherous or stolen from the lich’s lair and lost to antiquity.

7
Ireshkigal was defeated, but not destroyed. Her the dark energies of the cosmos. Those who
powerful necromantic bonds sent her into a succumb to the gibbering of the Dark God of the
state of torpor beneath the waves in her fortress Depths inevitably find themselves inexorably
where she rested and waited for eons. drawn to the umbral embrace of the sea.

After the revivification of the Eye, the Loam


connection—albeit weak—was reestablished Magically bound within the fortress’s structure
and the essence of Ireshkigal began calling out exists a unique spirit entity known as Loam.
to it, seeking a way to reunite her body with the Once the inseparable lover of Ireshkigal, Loam’s
artifact. essence has been trapped in the lich’s fortress
as her guardian and seneschal for the last four
Gluh’bloog thousand years. Loam’s consciousness is capable
The new leader of a fanatical group of Beluk- of projecting his spirit about the complex as
Tu beneath the surface of Chentoufi in the well as into a specially crafted construct that
Dahloom. Gluh’bloog is enraged by the loss of was initially designed to be the overseer of the
his master, Ay’fhyl’bloop (in episode two) and entire complex. Over the years, however, Loam’s
believes all surface dwellers in Chentoufi are to physical form has severely deteriorated. This
blame. After winning a brief civil war among the mechanical monstrosity, standing over seven
Beluk-Tu clans, Gluh’bloog has decided to take feet tall, has gone from a once magnificent
the fight to the city surface. The raids are small adamantine titan to a horrifying amalgamation
to begin with and are barely noticed among the of spare metal, swords, and shields arranged in a
population, but by the time the adventurers are humanoid form.
engaged in events, Gluh’bloog leads a very large
raiding party to the surface in an attempt to burn Loam’s jawless iron skull is decorated with
as much of the city to the ground as possible. a porcelain half-mask, placed there in a vain

Unlike his deceased master, Ay’fhyl’bloop,


Gluh’bloog sees the advantages in alliances with
others in the Chentoufi underworld. As a result,
Gluh’bloog has aligned itself with Abu L’eth,
lending what is left of its clan to the vast network
of the evil mastermind.

Kthaat
(also *The Manifestation of Kthaat*)
Kthaat is the Dark Water God, an Ancient One
who fed upon humanity’s instinctual fear of the
vast, deep oceans. Depictions of the Ancient One
show an unfathomably large water elemental
with black iron bracers writhing in dark energy.

Kthaat is worshiped by many creatures


throughout Okkorim, in particular the Beluk-Tu
who have promised to summon the dark god
to the Material Plane through the power of the
Oculus of Senrahbah.

As with many of the Ancient Ones, Kthaat


whispers to those who have been tainted by Loam’s projection in Chentoufi
Art by Erie Dini

8
attempt to hide the horror he has become. Pelicos Red
Glowing green orbs peer out from behind The first person the adventurers met in this
the mask, creating a striking visage. Loam is series and the one who hired them to track
dressed in aged linen fabric that covers much down the Eye in the first place. Pelicos was an
of the construct’s limbs, presenting a crude operative acting on behalf of the Pale Covenant
imitation of human skin. This results in a who had hired him to find the Oculus of
form that is a jarring mix of metal and cloth Senrahbah. He betrayed the adventurers—and
that creates both an imposing and disturbing the Pale Covenant—instead stealing the Eye for
appearance. himself. He has been missing ever since. Pelicos
was of middle-height, but heavy-set human male.
Despite the ability to venture throughout the He had dark black hair that was usually cut very
fortress in an incorporeal form, the physical short, a dark complexion, and dark eyes.
construct has long been confined to the third
floor of the complex. This is both because doors After stealing the Eye of Chentoufi, Pelicos was
and locks throughout the fortress have failed drawn out to Ireshkigal’s burial crypt far from
and because his ability to move from the infusing the coast of Chentoufi. He ventured out and
station where the construct recharges itself is made his way down to her burial chamber where
now severely limited to just a few minutes at a he was immediately killed by the ancient sea lich.
time. The fortress isn’t sentient, but it serves as
a conduit for Loam to perceive the complex and Sammura Amat
respond to threats. Through this system, he has The leader of the Sisterhood of Mazuzah,
been the stalwart guardian for Ireshkigal for Sammura is a confident, lithe human woman
thousands of years. Now, after year upon endless in her late thirties with bronze skin and a quiet,
year of contemplation, Loam has revised his poised manner. She wears well-worn leather
pledge from guarding Ireshkigal to preventing armor beneath a frayed linen cloak of indistinct
the lich from ever leaving her tomb here in the gray, making her blend in unnoticed with any
fortress. crowd of ordinary folk. Her deep hood hides
sharp, arresting features and a cascade of black
hair with a few locks of pure white peeking out
of a loose braid. Those colorless streaks are the
medals she earned in countless battles against
the life-leeching wizards of the Pale Covenant.

Sammura loves to wander alone through the


bustling Chentoufi streets, becoming just
another faceless traveler in the crowd. While
walking through the shaded alleyways, her ears
always catch the chatter of everyday workers
and street folk—intelligence and rumors more
valuable than the Wazir could buy. It’s in these
moments she slips into her old self, becoming
the resourceful treasure-hunter and secret-finder
who always kept one step ahead of her enemies.

Behind closed doors, Sammura transforms into


the stately leader of the Sisters of Mazuzah,
making every effort to carry herself in a way
befitting of such an important figure. Sammura
projects fearless confidence in this role, though
Pelicos Red
Art by Carlos Martins

9
in truth, she fears a great deal for the future of • Quickly people in the market begin shouting
a world so rife with power-hungry madmen and of the end of times and a curse; they begin
catastrophic magicks. But even when Sammura fighting over resources in the market, and a
doubts herself, she does not doubt Mazuzah, who riot erupts over water which they believe will
has guided her through her darkest hours. She soon be gone.
sees it as her duty to share this strength of faith
with her sisters. • Successfully intervening (or not) in the riot, the
party is approached by several acolytes of the
Sammura’s goals center around protecting the Sisterhood of Mazuzah.
future of civilization itself. She believes only • The sisters have recognized them and are
destruction can come from unearthing the angry at them for disturbing the balance in
secrets of the past, and so those secrets must the city; they implore them to resume their
remain dead and buried. She has paid a lifetime search for the Oculus and bring it back to the
in blood and tears in this pursuit. city, for they are certain its disappearance has
something to do with the water shortage.
Sammura ceaselessly hunts for the four
legendary relics of the Ydrissid empire, which • The sisters insist the party must undo their
are believed to have played a role in causing wrongs and stop whatever is going on in the
The Wrath. Her driving motivation is to find and tower.
utterly destroy these artifacts before another • By the time they get to the Azure Spire, they
faction gets to them. can see seaweed and even coral forming on its
exterior, originating from the top.
Sammura’s other desire is to crush the Pale
Covenant, a league of wicked magic-users who
• At the top of the tower they encounter none
other than Pelicos Red who is in the middle of
seek the Ydrissid empire’s relics for their own
some sort of ritual related to the location of the
evil purposes. Her worst rivals in the Covenant
three other elemental artifacts.
have survived and grown alongside her for
almost two decades, always keeping pace. Her • After putting up a brief fight, Pelicos trans-
life has centered around trading blows with forms into a blue ball of water and jets out to
these villains as they constantly try to outdo the sea, ending the battle and leading to Act II!
and undo each other. Too many of her cherished
sisters have fallen to their accursed magic. Developments
While the adventurers have not been idle

ACT I - Dark Tidings


since their expedition to the Everdark, they
nevertheless may have missed signs the city is
A Summary of Act I in serious trouble. Individually, these indications
have not amounted to much, but there is the
• The adventurers are in the market, perhaps opportunity for several different events to occur
having just returned from an adventure in the early on that will allow them to draw their
Blighted Lands. own conclusions. While things may continue
• They are well-known now within the city, par- to deteriorate without the intervention of the
ticularly in this area, but have long lamented adventurers, the Sisterhood eventually comes
the loss of the artifact known as the Oculus of to insist the party fix the problems they have
Senrahbah — so many people wave or stop and caused.
chat with them.
It may occur to the adventurers that clerics
• As they are having lunch or walking through and druids could use the Create Water spell
the local market, a scuffle breaks out nearby
to stave off the drought and water shortages.
over a bucket of water, emphasizing the dire
Unfortunately spells aligned with water,
straights in which the city finds itself.
to include creating water, are not working

10
effectively in the city. The Eye shielded Chentoufi Happenings Around Chentoufi
from the dampening effect that The Blighted If the adventurers ask around for rumors and
Lands has on all such castings. In fact, many events in the city, they are informed of the
of the temples and churches around the city following recent events:
are already providing this service, rationing
out water in a fashion similar to that of a soup
• DC 10 Charisma (Persuasion) - The city has
been experiencing water shortages for over a
kitchen. For a city of over 1-million people,
month, but in the last week the shortage has
however, it is enough to slake thirst, but not
grown critical as mud has started coming up
enough to solve the problem entirely. It also
from some wells.
amounts to a full time effort for many of the
clerics and is thus not a long term solution. • DC 10 Intelligence (Religion) - The Temple of
Mazuzah has shut its doors to all worshippers
Crescendo in recent weeks. The rumors are that the God-
There are several events in Act I that can be dess of Luck, Fortune, Fate, and Brewing has
used to fill out the story more, as time allows. turned her back on her priestesses.
The party should get the sense that something • DC 12 Wisdom (Survival) - Many people in
ominous is building up behind the scenes. It is town believe deaths due to lack of water are
up to them to figure out exactly what that is. The inevitable and people should flee to the moun-
encounter with Loam in the Azure Spire will be tains where water is more plentiful.
the indication it is time to move on to Act II!
• DC 12 Charisma (Persuasion) - There are
rumors of several ships having been lost out to
Events sea in the last month. The numbers vary, but
somewhere between three and six ships have
1. Morning in the Market been lost.
(Required) • DC 12 Intelligence (Investigation) - A myste-
rious figure has been seen walking the city
Read the following aloud: streets at night. Most of the sightings seem to
It has been months since the loss of the Oculus of have been around the High Quarter. Thus far,
Senrahbah to the treacherous Pelicos Red... just no one has been brave enough to approach the
enough time for the sting of betrayal to lessen, if figure.
just a little. You have spent your days since
seeking different treasures and solving other The adventurers meet as usual but as they begin
exchanging stories and barbs, two groups of a
mysteries. This morning you find yourselves in the
Chentoufan citizens nearby begins shouting at
market of the Low Quarter, meeting for breakfast each other over a bucket of water and the verbal
with your friends. Times of late have been altercation quickly escalates to a brawl in the
troubling as the fresh water in Chentoufi is street. The heat, lack of water and fear cause the
mysteriously drying up. You have to get to the brawl to spread rapidly in the crowded space.
market early if you want a chance of getting at
least a small measure of water before it is gone A voice in the crowd shouts out that the gods
have deserted us and exclaims this is an ill
for the day.
omen that surely means the end is here! Almost
immediately people begin toppling carts and
The party has had a number of adventures
ransacking the area in a desperate bid to grab
since losing the Eye and regularly meet here to
what they can and flee. Breaking up the mob
exchange rumors and generally stay in touch.
could prove challenging, but instinctively the
This morning, however, is different insomuch as
characters know they should not use lethal force
the water in Chentoufi is at critically low levels
against the mob.
and the riots are about to begin.

11
There is nothing necessarily preventing them tells the party this encounter between them was
from doing so, but should they begin cutting not by chance - Mazuzah has sent a sign to her.
down citizens it will escalate the situation and She tells the adventurers they must investigate
the garrison will be deployed. Within 10 minutes the Azure Spire and undo the damage they have
of the riot breaking out, a group of 25 soldiers done to Chentoufi.
will show up in addition to the guards. They
will put those who do not submit to the sword If the party agrees to help, she will instruct
in order to quell the upheaval. Should this prove several Sisters to join them in their efforts. She
insufficient to deter the violence, an ice storm, also presents them with a drinking horn she
per the Wizard’s spell cast at 9th level, will rain calls the Replenishment of Her Good Fortune,
down on the area dealing 4d8 bludgeoning and telling them it will heal their wounds and restore
2d6 cold damage (note: 50% damage from the their mind should they need it. If they refuse or
effects of the Blighted Lands) to everyone in the hesitate, Sammura becomes visibly angry and
square. The DC to save against the spell is 18. scolds the party for their part in this travesty.
This serves simultaneously as a warning to stop The water will run out and the riots will grow
the violence, and a magnanimous gesture from worse until the city is nothing but a flaming ruin.
a nearby Zenok to provide some extra water for
the morning crowd. City guards will move in As the situation worsens, others more powerful
afterwards to arrest those who are still alive. and less polite personages in Chentoufi will
discover who is responsible. First the Council of
2. Wrath of the Sisterhood Shadows will send a representative suggesting
strongly that they should correct their mistake.
(Required) If they don’t take the advice there will be a
bounty put on their heads by the Council. If they
As the crowd breaks up, the party has a chance still refuse to investigate, then the Wazir will
to notice a few people on the periphery who have declare them outlaws, have them hunted down,
not dispersed. With a successful DC 12 Wisdom jailed and tried for treason against the Wazir for
(Perception) check, the party will notice several stealing the source of water in Chentoufi. They
cloaked and shrouded individuals standing will be executed or agree to recover the Oculus.
near open alleyways and around the corners of
buildings. These are members of the Sisterhood
of Mazuzah (NG; AC: 12; HP: 45; 2 per character)
and are led by the high priestess of Mazuzah
herself, Sammura Amat (NG; AC 20; HP: 111).

The Sisters were drawn from their temple


nearby to investigate the Azure Spire when
they came upon the riot. They too were involved
in breaking up the fight and dispersing the
crowd. Now, having spotted the party, they are
cautious before approaching to parlay. Sammura
recognizes the adventurers from the Sisterhood’s
encounter with them when they began their
search for the Eye in episode one.

While not interested in fighting with the


adventurers, Sammura and the rest
of the Sisters are angry with the party
for uncovering and releasing the Oculus of
Senrahbah into the world. The high priestess Art by Vagelio Kaliva

12
REPLENISHMENT OF HER 98) begin their attack upon the city in the vicinity
GOOD FORTUNE of the party. Fires break out and people begin
Wondrous item, legendary (requires dying as the Beluk-Tu continue their rampage
attunement) towards the sea. The Beluk-Tu use magical
snares to entrap people as they move, hauling
The Replenishment of Her Good Fortune is their victims with them out to sea where they
made from the 12-inch long horn of a Kudurru, will be used for food.
the mystical and holy messenger of the
goddess Mazuzah. Once attuned, the horn If Gluh’bloog is killed, the remaining Beluk-Tu
has seven charges. Using the listed number seem to lose their initiative and begin attacking
of charges, the owner may cast one of the in a less coordinated manner. Within 5 rounds
following spells as an action: of its death, the assault is reduced to individuals
running pell-mell for the sea. In the end, dozens
● aid (1 charge) of Chentoufans are dead or missing and many
● healing word (1 charge) more are injured. The fires are extinguished, but
● spare the dying (1 charge) not before significant damage is done to the city.
● aura of vitality (1 charge)
● heroes’ feast (2 charges) Citizens who witnessed the attack immediately
● mass healing word (3 charges) begin whispering of angered gods and ill-omens
that are going to kill everyone and destroy
Once the last charge has been used, the horn everything in the city.
will no longer function until taken to a Cleric
of Mazuzah of at least 10th level who can 4. Return to the Azure Spire
perform the ritual to replenish the horn.
(Required)
When the adventurers approach the tower, they
3. Attack of the Beluk-Tu can see the square around it has been completely
(Optional) abandoned. Even the city guard and homeless
who occasionally stay in this area are absent.
The lack of water in the city is affecting more Notably, the area smells strongly of the ocean
than just the inhabitants above ground. Below and a DC 14 Wisdom (Survival) check notices
the city, the Beluk-Tu who once held control the water running along the cracks in the street
over the Oculus of Senrahbah have experienced from the tower is sea water.
much trouble as well. Without their leader
Ay’fyhl’bloop—who died in episode two—a civil As they approach the glorious lapis-lazuli tower,
war broke out among the remaining clans in the they can see a mass of green vegetation visibly
Everdark beneath the city. Many of the Beluk-Tu growing from the top of the tower down its
fled the area which was now drying up after the length. There are kelp vines descending dozens
removal of the Eye. However, a fanatical group of feet down the sides of the tower dripping salt
led by a new boss named Gluh’bloog has decided water down in a steady staccato of drops on
to take their frustrations out on the citizens of the stones. The door to the tower has not been
Chentoufi. Their plan is to destroy what they can relocked or chained since they were last inside
and take everything they can carry to the sea of it months prior, but the door itself is dripping
where they hope to make a new home for their with water and has swelled in the doorway
clan. requiring a DC 16 Strength check in order to
open it.
At some point in the first evening or night of the
adventure, the Beluk-Tu (CE; AC: 12; HP: 24; 10 When the door is opened, a small wash of water
per character) led by Gluh’bloog (CE; AC: 18; HP: flows out from within the tower. Inside the tower,

13
it is practically raining with seawater from above seen wandering about the city and flying in and
and the air is thick with moisture. Once inside out of the Azure Spire.
the party is faced with the hundreds of steps to
the top of the tower, but there is nothing but an Loam was once a powerful Ydrissid eldritch
empty room at the bottom of the tower. knight and consort to Ireshkigal who served
her faithfully during (and well after) her quest
At the top of the tower: for power. When Ireshkigal fled to her fortress
As the adventurers get closer to the top the to escape the Wrath, she took Loam and other
greenish light intensifies significantly, as does minions with her to guard her body for all of
the smell of the ocean. eternity—until such a time as she could return to
power.

Read the following aloud after they look Loam has faithfully guarded her ever since, but
into the room at the top of the tower: over the years this has turned from protecting
As you approach the top steps of the tower, the her to ensuring she never returns to power.
After thousands of years of contemplation and
green glow seems to wash through the opening
introspection, Loam has realized Ireshkigal is
and the creeping seaweed flows down at least too dangerous for the world and she must remain
ten steps from the top, making the remaining in her tomb beneath the waves. When the Eye
distance treacherously slick. was finally returned to her by Pelicos, her body
began to reconstitute and Loam knew he had to
Inside the room you see a tall figure standing act.
on the sea side of the tower looking out into the
The ancient knight is using the power imbued
distance. A moment later you hear a deep voice
upon him by Ireshkigal’s magical fortress to send
in your head that says, “Fear not. I am not here a projection of his spirit to Chentoufi to seek help
for conflict. Quite the contrary. I need your help.” in stopping the lich. Should the adventurers be
willing to listen to him, he explains all of this to
With that, the figure turns and you see what now them and asks them to make their way to the
appears to be a nearly transparent warrior in an Phantom’s Reef. There they will find an entrance
ancient gleaming armor you’ve not seen before. to her fortress, hidden for thousands of years.
Once they make their way past the entrance,
He carries a spear with a small shield
Loam himself will help them the rest of the way.
on his left arm. He has a shaved scalp save for
a single braided tail at the back of his head. “You must make haste!” Loam states finally,
Green glowing eyes pass over each of you, as if “Should Ireshkigal rise again, all of the world
evaluating you. The man’s peaceful countenance will face her wrath!” With that, the projection
somehow puts you at ease despite his piercing evaporates leaving a brief misty afterimage
gaze. before vanishing completely.

This is Loam, or rather, the mental projection


of Loam as he remembers himself thousands
of years ago. He is the forsaken lover of the lich,
Ireshkigal, and guardian of her tomb since it
submerged beneath the waves millennia ago. If
the party has been listening to the whispered
rumors, it is easy to match the person before
them as the same being who witnesses have

14
5. Atop a Pale Horse (Optional) ACT II - Out to Sea
The Pale Covenant has become impatient and A Summary of Act II
decided to send their minions abroad in search • By the end of Act I, it is clear the loss of the
of Pelicos Red. Assuming, but unaware of his Eye of Chentoufi will have grave consequences
betrayal, a Pale Rider (LE; AC: 17; HP: 110; 1) beyond the drought should the adventurers fail
has been told to seek out the mercenary thief to act.
and bring him back alive. By tracing Pelicos’
steps, the Rider is able to track down who was
• If they intend to follow Loam’s instructions,
the party must find a ship on the docks and
most recently associated with the thief. That, of
hopefully convince someone to take them out
course, has led the Rider to the adventurers.
on the water.
• On the docks they meet several potential cap-
Read the following aloud: tains, but ultimately have to choose between
You are considering what steps to take next an expensive, but reliable ship or a captain
when suddenly people begin rapidly getting offering a more reasonable fee, but a clearly a
off the street, hurriedly ducking into shops and shadier crew on board.
alleyways. In a matter of moments the street is • The more reliable sailor is named Adad-
eerily silent with only a few curious observers nirari, a ship captain who says he is willing
lingering to see what unfolds....At the end of the to take them out to the location of a strange
street, a rider dressed in pale gray garments sits “water cloud” that has formed in the sea and
atop a muscular white horse. The rider carries a swallowed several of his friend’s ships.
long pole-arm and seems to be staring intently in • Another captain who agrees to help them is
your direction. named Captain Nzinga Okoye. She is willing
to take them out on the water for a smaller fee
and a favor; a seemingly better deal.
For the Gamemaster
This is the Pale Covenant emissary sent to • When the party does manage to get on the
recover Pelicos Red. Initially the rider speaks to water, they have different encounters depending
the party in a language they do not understand upon the choice of captains they make.
(ancient Ydrissid), but upon realizing they do not • Sailing with Adad-nirari, the adventurers are
speak the same tongue, they switch to Common. attacked at sea by a giant sea creature that
attempts to sink the ship.
“You are in concert with the one known as
Pelicos Red,” the Rider states calmly, switching
• If they sail with Nzinga Okoye, she and her
powerful crew attempt to take them prisoner
to Common, “I would see him...Now.”
with the expectation of selling them to the
highest bidder in the far off city of Xal-Gor.
If the adventurers say anything other than (or
similar to) “We will take you to him”, the Rider • Whether they fight the sea monster or the
attacks. Roll for surprise. This is a standard crew of the Wave Crasher, they manage to get
initiative roll, but anyone who the Rider beats in close enough to Phantom’s Reef to finish their
initiative cannot act on the first round of combat. journey and get to the entrance of Ireshkigal’s
fortress.
The rider first charges the party with its pole-
arm attempting to knock them prone. The horse Developments
and rider will focus on those in particular who Ireshkigal does not sit idly by as the adventurers
are surprised. If the emissary manages to defeat work to thwart her plans. She begins using the
the characters he will interrogate them to find Oculus to awaken her minions and bring her
out Pelicos’ location.

15
fortress to the surface where she will start her the seafloor to such a degree that it stirred up
reign anew. Loam’s consciousness has returned sediment for miles around. The red clay floor
to his body within the fortress and he is doing combined with the reddish tint of the silt has
his best to prepare for the arrival of the party produced a blood-like appearance in the water.
while avoiding alerting either Ireshkigal or her A successful DC 14 Intelligence (Nature) check
minions. The second of seven elemental gates is will remind the character of the nature of the
now open and the third begins to rumble to life seafloor and reveal the actual source of the
as it starts opening as well. blood red color of the water.
• Missing Ships. The list of missing ships con-
Crescendo tinues to grow. Now people whisper of another
At the conclusion of the epic battle on their ship, ship that had not returned from fishing that
the party is within sight of Phantom’s Reef and morning. Ship crews are starting to refuse to
may now proceed on to Act III! go out to sea. These ships have fallen prey to
the whirlpools that are sucking air into Ireshki-

Events gal’s fortress. They have all been sunk with all
hands lost.

6. Going to the Dock of the Bay Overhearing these concerns is intended to draw
(Optional) the party to the docks where they can continue
their investigation.
This event is best used if the party seems to be
stuck or hesitating to chase after Pelicos. 7. Who To Trust?
(Required)
Soon after their encounter with Loam in the
Azure Spire, the party begins hearing whispers Finding a sea captain willing to hear their
of concern coming from the people of the city. story and overcome their superstitious attitude
People talk of running out of water; of more towards what is going on in the water is difficult.
ships going missing from the Najur Sea as well; However, two such captains eventually present
others speak of a deadly wave that has washed themselves: Adad-nirari, the captain of the
up thousands of dead fish; while still more speak Tirash and Nzinga Okoye the captain of the Wave
of the ocean turning red with blood! Crasher.

Facts and Rumors: As the party reaches the docks, they find both
• Deadly Wave. Indeed there was a wave that Adad-nirari and Nzinga Okoye ready to set
washed ashore in the early morning hours sail. They must now make a decision on which
before the party met with Loam. Word of this captain to trust and whose ship to board.
huge wave has made its way quickly around the
city. This heralded the opening of the second Adad-nirari. The respected sailor stands near
of seven gates in her fortress, creating another his ship, the Tirash, alongside his crew who are
frothing whirlpool off the coast. The shockwave preparing for the voyage. As the adventurers
killed tens if not hundreds of thousands of fish approach, he reiterates his conditions: a higher
in a huge diameter around the fortress. A DC price for the journey to the island of Mull and the
14 Wisdom (Survival) check will reveal the small fishing village of Mulampur. He explains
cause of death as concussion or bludgeoning that once they reach Mulampur, the party can
damage. easily find a local fisherman to take them to
Phantom’s Reef.
• Blood Red Sea. While discomforting, the origin
of the “blood red” color of the ocean is far more The party might be inclined to choose Adad-
mundane. When the ritual began, it disturbed

16
nirari if they value trustworthiness and would seem capable and efficient as they prepare the
prefer to deal with a reputable captain, even ship for departure.
if it means paying much more and having to
make additional arrangements once they reach The journey progresses quickly and without
Mulampur. incident for the first day, however despite the
promise of a short journey Nzinga informs the
Nzinga Okoye. The pirate captain leans against party late in the day that they must lay anchor
her ship, the Wave Crasher, surrounded by her overnight because of an incoming storm. The
rugged crew which even includes a few evil crew drops the anchor and begins making
Beluk-Tu. When the adventurers approach, she preparations by lashing equipment and supplies
smirks and offers them a much better deal. Her to the deck and eventually go below decks for the
price is one-third of Adad-nirari’s request and evening.
she promises a direct journey to Phantom’s Reef.
However, her reputation as a disreputable figure Hearty Meal. The cook has made up a hearty
raises doubts about her true intentions. stew and the captain invites the characters to
dine with her in her cabin. Note the food and
The party must decide which ship to take based drink is drugged with a slow acting poison. All
upon time and money. If they have had previous that eat or drink the food will have to make a
encounters with the Beluk-Tu, they might be CON save (DC 15) after 2 hours. Failed saves
more cautious about trusting Nzinga, knowing result in the poisoned condition for 8 hours or
that the fishmen are dangerous adversaries. On until magically cured.
the other hand, they might be willing to take a
risk for the sake of reaching their destination Betrayal. Unsurprisingly, Nzinga knows the
more quickly. party by reputation and once she booked
their passage, she immediately went to her
Once the party has made their choice, the chosen underworld contacts in the city and found out
captain begins preparations for the journey. The there was a substantial bounty on their heads.
unchosen captain remains at the docks, possibly Specifically, through a mutual acquaintance, she
to reappear later in the campaign, either as an made a deal with a gang of Beluk-Tu to stop at
ally or a rival depending on the circumstances. this location and wait for the fishmen to come
collect the party.
The outcome of this event leads directly to the
encounters and challenges that the party faces Overnight, the ship will be boarded by a large
in the following events of Act II, as they take sail crew of the Beluk-Tu (CE; AC: 12; HP: 24; 3 per
and head to Phantom’s Reef. adventurer) with their leader (CE; AC: 16; HP:
92; 1) and a Beluk-Tu shaman (CE; AC 12; HP:
—---------- 52; 1) in an attempt to capture the adventurers.
The Beluk-tu are in position for the attack by
8. The Wave Crasher (Option 1) nightfall and will await the signal from Nzinga
to board stealthily to ambush the characters, or
Should the party decide to hire Nzinga Okoye, they will climb the ropes immediately if they hear
they are able to board the Wave Crasher the shouting or the sounds of combat.
following morning to set sail. The vessel is
well-worn and has seen many battles, with Negotiations and Threats. Nzinga will not be
numerous patchwork repairs and scars adorning persuaded by any attempt to negotiate the stop.
its hull. The crew is a motley assortment of She is here to sell the party to the Beluk-Tu and
rough-looking sailors, each bearing their own will not jeopardize her underworld reputation by
scars and tattoos, hinting at their dubious pasts. backing out of the deal she’s made. However, if
Despite their disreputable appearances, they the group presents a credible threat to her and

17
nestled along the coast. Thatched-roof cottages
are scattered among the lush green landscape,
while colorful fishing boats dot the shore. The
salty scent of the sea mingles with the aroma
of freshly caught fish and cooking fires as you
approach the village. The locals, dressed in
simple, weather-worn clothing, offer you curious
but wary glances.
Soraquan
Art by Erie Dini In Mulampur, the party begins to inquire about
the mysterious anomaly at sea. As they talk with
the villagers, it becomes apparent that strange
her crew, she can be threatened with a events have been occurring in town as well.
DC 20 Charisma (Intimidation) or Strength Fishermen report their nets coming up empty,
(Intimidation) check. If the party were to while others speak of strange sounds echoing
physically attack the crew, they will rally and beneath the waves. Some even claim to have
retaliate, but only until a few of them have been seen bizarre, shifting shadows in the water’s
killed or incapacitated. Should this happen, depths. Unbeknownst to the villagers, these
Nzinga will admit to trying to sell out the party occurrences are linked to the awakening of
and agree to finish the journey to Phantom’s the ancient dragon turtle, Tiash’ut, a servant of
Reef. Ireshkigal.

After the Fight. Following the fight with the To reach Phantom’s Reef, the adventurers will
Beluk-Tu, the adventurers discover they are need to convince a local fisherman to take
within sight of Phantom’s Reef, but the Beluk-Tu them out to sea. The villagers may be initially
have damaged the ship to the point of being reluctant, but when convinced their lives may be
disabled and unable to sail further. In order to at stake, several brave fishermen offer to take
reach the reef, they must take the dinghy instead. them to the atoll.
The trip takes an hour or so.
10. The Crabmen Cometh
9. The Tirash and the Isle of (Optional)
Mull (Option 2)
The arrival of the adventurers on Mulampur
Choosing to trust the more respectable Adad- is opportune because a few hours later, as the
nirari, the party boards his ship, the Tirash. The sun begins to set, a raiding party of Sentinel
vessel is well-maintained and clean, a testament Carapaxians (LN; AC: 16 ; HP: 39 ; 4 per
to its captain’s competence and professionalism. adventurer) from Phantom’s Reef have arrived
The crew, while still a diverse group, presents a in town. Disturbed by the awakening of Tiash’ut
more disciplined demeanor than that of the Wave and the fortress, they have taken this as a
Crasher. As the ship sets sail, the journey to the religious omen that their time to rise up has
island of Mull is relatively uneventful, with calm come (see the Carapaxians in event 14, The
seas and fair winds. Leviathan Drive, for more information).

Upon arrival at Mull, the party is greeted by the The carapaxians are methodical in their raid,
sight of the quaint fishing village of Mulampur. going from building to building rather than
rampaging without direction. They kill any living
As the Tirash approaches the island of Mull, you creature they see and even consume parts of
catch sight of a small, picturesque fishing village them. Anything of perceived value they throw
into the nets upon the backs of their carapaces.

18
The adventurers go from hunters to prey when
the zombie sharks catch their blood scent.
11. Small Dinghy, Big Ocean Art by Carlos Martins

(Optional)
Roll 1d10 Results
Should the Gamemaster so choose, this event
can be used either when the party takes a dinghy 1-4 No Encounter
from the Wave Crasher or when fishermen from 5-6 2d10 Soraquans (U; AC: 13; HP: 33).
Mulamper take them out to the atoll. The boat Hungry and out for an easy meal.
they are on is a small, oar-powered vessel that
can accommodate ten Medium-sized creatures 7-8 2d3 Zombie Sharks (CE; AC: 13; HP
safely. In order for the boat to travel straight, two 87). Undead fish seeking living flesh.
people must be on the oars at the same time. If 9 2d4 Carapaxian (LN; AC: 16; HP
the party is with the fishermen from Mulamper, 39). Protecting their territory from
they control the oars for the party. intruders.
10 1 Bahlruk (N; AC: 16; HP 189).
While in the water, roll twice on the following Floating on the surface waiting for
encounter table. If the first roll results in an prey.
encounter, do not roll again.

19
Act III - The Depths of • Before they can face their final challenge, the
party must slow down or stop the remaining
Despair gates from opening, lest they allow the fortress
to surface and the lich to reach her full strength.
Finding their way to Phantom’s Reef is just • After dealing with the gates the adventurers
the first step in uncovering what is behind the make it to the ritual room where Ireshkigal
disturbance. Once at the bottom of the “blue is reviving her body and merging with her
hole” at the center of the atoll, the adventurers phylactery, the Oculus of Senrahbah.
discover an ancient underwater fortress resting
on the sea floor. From here they can see the • Even at a fraction of her strength, Ireshkigal is a
first two elemental gates are drawing air and powerful and mighty foe—the party is unable to
water into the fortress. The party must continue deal with her on their own and Loam is forced
forward and discover a way into the fortress— to break his vow to protect his love and join in
the resting place of Ireshkigal and the current the combat.
location of the Eye. Their efforts culminate in the • With Loam’s help, the party manages to
discovery of a U-shaped entrance near the floor separate the lich from the Oculus, but are
of the ocean that is guarded by an ancient kraken unable to defeat her entirely.
and several undead minions. After dealing
with these guardians, the way is clear to enter • Ireshkigal uses her considerable magical power
Ireshkigal’s lair. to make good on her escape, teleporting to her
dragon turtle servant, Tiash’ut, and fleeing the
fortress.
The interior of the fortress is massive, but not
incredibly complex. • Once her magical energy leaves the fortress, it
immediately begins collapsing under the weight
A Summary of Act III of the water above it and the party must flee or
be crushed.
• The characters must now make their way to the
seafloor and find the entrance to Ireshkigal’s • When the adventurers return to Chentoufi they
fortress. are faced with a dilemma—restore the Eye of
Chentoufi and bring water back to the city or
• Once there, they discover the whirlpools are attempt to destroy the artifact and seal the fate
actually vortices sucking air from the surface of the people of Chentoufi!
into the fortress in order to raise it to the
surface.
• After defeating the guardians of the entrance, Developments
Ultimately, the key to stopping the gates from
the adventurers are able to proceed inside to
opening is defeating Ireshkigal. However, the
search for Loam, their guide through the fortress.
party can slow them down if they help Loam
• In addition to several traps, Ireshkigal has also and sabotage the gates found throughout the
populated her fortress with dozens of aberrant complex. The lich, in her concentration, is largely
guardians to protect her as she continues the unaware of the approach of the adventurers, but
ritual of reviving her body. her minions quickly rally to attempt to defend
• As the party explores, they finally encounter the fortress and stop the party. Additionally,
Loam, the Seneschal of the fortress who will Tiash’ut, the enormous and extremely ancient
help them stop the ritual and defeat Ireshkigal. dragon turtle dracolich has stirred from its eon-
long slumber at the behest of Ireshkigal and is
• Loam wants only to be released from his occasionally shaking the entire complex.
obligation and finally find the eternal rest of
death, but he cannot do so until Ireshkigal has
been dealt with.

20
Conclusion 11. Down in a Hole
The final confrontation with the lich is not an (Required)
easy one. Ireshkigal is not only a supremely
powerful wizard, but also a full lich with
the knowledge of the ancient Ydrissid at her
Read the following aloud:
disposal. The party would likely be entirely
destroyed were it not for the intervention of Phantom’s Reef is an eerily serene atoll,
Loam on their behalf. While they are able to stretching only about 900 feet long and 600
force her to flee and thwart her plans to raise feet wide. A few stubborn trees and shrubs dot
her fortress with the power of the Oculus of the landscape, peeking up from the sand like
Senrahbah, they are unable to completely skeletal remains. The true marvel of the atoll is
destroy her. She flees the fortress and escapes the seemingly bottomless azure chasm carved
on the back of Tiash’ut to fight another day.
into its heart. A nearly perfect circle cut in the
Back in Chentoufi the party must decide what island, framed by stark white sand and filled with
to do with the artifact. The city is dying from a deep blue water. The contrast of the hole in
the drought and replacing the Oculus on its the sea to the surrounding shallow water gives
pedestal below the city would renew the flow the appearance of a gateway to the depths. What
of water to the desperate population. However, lies beyond is simultaneously mysterious and
doing so raises the question about the continued terrifying.
existence of the Oculus with its ties to Ireshkigal.
Undoubtedly she will attempt to retrieve it again
and destroying it now—as her phylactery—would
likely destroy her as well.
Art by Daniel Comerci

21
A “blue hole” is a natural phenomenon in which
sinkholes have developed in limestone or reef When Absu is encountered, read the
formations. Some, such as this one, can be following aloud:
hundreds of feet deep. Ireshkigal’s complex lies The creature before you is an otherworldly
at the bottom of this blue hole, some 400 feet amalgamation of horror and fascination. Its
below the surface. The water here is a deep, dark vast form undulates in the gloom of the water,
blue making the structure impossible to see from presenting a silhouette that stretches across
the surface.
most of the cavern. Its elongated body tapers
into eight powerful, writhing tentacles, each of
The adventurers must use water breathing magic
or magic-items to make it to the entrance of her these tipped with hard, bone-like protrusions. Its
lair, but not before dealing with the guardian of skin is a mottled fusion of iridescent blues and
the atoll which rests within the blue hole. The greens that shimmer occasionally with iridescent
guardian who calls itself Absu (N; AC: 22; HP: light providing momentary trails of light in the
294; 1) has lived here for almost as long as the darkness.
fortress has been here, having been drawn to the
powerful elemental water magic resident here. Above a gaping, beak-like maw lined with rows
Absu is an intelligent cephalopod that hides in of jagged, bone-crushing teeth, two large eyes
the recesses of the cavern, only coming out when gaze out with an eerie intelligence. Their glow
intruders disturb the area. burns with primal fury and cold calculation.
Perhaps the most eerie of its features might be
Absu will detect and approach all but the the crown-like structure adorning its massive
stealthiest of groups by the time they reach the head, a mass of shorter, writhing appendages
bottom of the hole. giving it an almost regal yet dreadfully grotesque
visage.

Absu Just Wants to Talk. Surprisingly, Absu


is not a brutal killing machine and is rather
intelligent. It has been alone for thousands of
years, and will stop its attempts to devour the
party if they attempt to negotiate or converse
with it. While it cannot speak Common,
a DC 16 Charisma (Performance) or
Charisma (Persuasion) check
will stop Absu from attacking
assuming it is associated with
a good story or riddle. If it is
satisfied with the conversation, it
will let them pass through the gate
of the fortress; if not, it will resume its
attempts to eat them.

During a battle with the behemoth,


should the party reduce Absu to less
than 50% of its HP, it will summon
Zombie Sharks (CE; AC: 13; HP 87; 1
per character) to the area who arrive at
the start of the next round. Additionally,
Absu will use its ink cloud ability to blind
Absu of the Depths
Art by Erie Dini the party as often as possible because it is not
affected by its own ink.

22
12. First Contact (Required)
The seneschal of the fortress has the magical
ability to project its consciousness to nearly
every part of the complex, but its physical form is
trapped on the third level. When the adventurers
arrive at the front gate there should be a few
minutes where they try to figure out how to get
into the keep, but at some point, Loam detects
their presence and opens the outer gate for them.

Read the following aloud:


The gate before you is as imposing as it is old.
Reliefs of sea creatures adorn both doors, and
barbed spikes meant to repel invaders reach out
at least two feet from the portal, intent upon
impaling anyone foolish enough to charge at the
doors. While you can see the seam between the
twin gate doors, it is obvious that it has not been
opened in many, many years.

For the Gamemaster


Allow the players to contemplate how to open
the gate for a few minutes before reading the
following aloud:

As you are debating what to try next, you hear a


thunderous crack that reverberates through the
water around you. As you look towards the gate,
you see a mass of bubbles rise from the crack
that is forming between the two doors. Before
your eyes, the doors begin to open and an eerie
green light can be seen beyond. In just a few
short seconds, the gate is opened wide enough
for you to proceed inside.

For the Gamemaster


Once inside, the outer gate shuts behind them
and the water level quickly lowers. As soon as
the water has been completely evacuated, the
inner gate opens and the party is greeted by the
same apparition of Loam they met in the Azure
Spire. Loam tells them his situation and agrees
or confirms with the party that it will help them
stop Ireshkigal if they agree to free Loam from
its prison.

Art by Carlos Martins

23
Read the following aloud:
You take a moment or two to collect yourselves
as you readjust to being back out of the water.
Suddenly the ghostly image of the warrior Loam
appears again before you, looking just as he did
in the Azure Spire, but more solid this time; less
faint.

“I am humbled by your arrival, heroes,” Loam


says in his deep, echoing voice, “but your trek
is not yet over. Within these walls lies seven
gates that are in the process of opening. Once
complete, the Leviathan Drive—a magical engine
which powers this fortress—will come to life
and raise it to the surface. When that happens,
I fear stopping Ireshkigal will become nearly
impossible.”

He continues, “I am able to assist you in this


process, but I must have your word you will free
my body when you find me on the third floor. Do
I have your promise?”

For the Gamemaster


Loam looks nothing like he did in the Azure
Spire in Chentoufi. What he mentally projected
was how he perceived himself, but over the last
4,000 years, his physical body has decayed and
he has been forced to replace parts and pieces
with scrap and various pieces of metal he had
around the fortress. Today, Loam is a shadow of
his once glorious visage, appearing almost as a
scarecrow of metal and cloth.

For the Gamemaster


If the party agrees, Loam tells them the location
of the seven gates and which are next to open.
He details the location of the Leviathan Engine
as well, but informs them it is guarded by
machines created by Ireshkigal herself, similar
to his own form.

The real Loam, pieced back together


from scrap metal and weapons.
Art by Erie Dini

24
13. The Leviathan Drive In order to open the door to the stairwell, the
party must enter the correct sequence of visible
(Option 1) glyphs on the door. This may be accomplished
in one of three ways. First, a DC 16 Intelligence
If the party decides to tackle the Leviathan Drive (Investigation) check can be made in order to
first, they must get to it through the basement decipher the correct sequence. Alternatively,
level. On the first and second floors, there are a successful DC 20 Dexterity (Thieves’ Tools)
balconies overlooking the massive device, but check will bypass the glyphs and open the door.
there is a seemingly indestructible glass barrier Finally, should the party search the remains
that is further buttressed by a permanent wall of of the two guards, they will find a small,
force between the main levels of the complex and rectangular key that will effortlessly unlock the
the engine room. Getting through the barrier door.
would require a wish spell or weeks of effort in
order to make a hole large enough to fit through. The Engine Room. In the basement level of the
complex, below the guard room is the engine
The Guard Room. The southern stairwell control room for the Leviathan Drive. The large
off of the ballroom leads to a guardroom that room is a complex mix of Ydrissid arcana and
protects the engine room in the basement. On technology with several large machines and a
the floor behind a table are the remains of two multitude of gauges and control panels around
undead guards who once occupied this room. the room. For the last several hundred years, the
However, even their bodies decayed to the point entire system has been managed by generation
where the negative energy could no longer after generation of Ireshkigal’s Chosen (LE; AC
sustain them and they lay lifeless on the floor. 17; HP: 135; 1 per adventurer).

The Leviathan Drive


Art by Erie Dini

26
Ireshkigal’s Chosen -
carapaxian aberrations.
Art by Erie Dini

These aberrant versions of the carapaxian After dealing with the carapaxians, the party
species are large, intelligent crustaceans who must figure out how to deal with the Leviathan
were entrusted with these duties long ago. The Drive itself. They can easily destroy the
carapaxians consider Ireshkigal a god and have components of the device, but in doing so they
treated maintenance of the systems as if it were will free a very angry vortex dragon named
a type of religious ceremony. Benthogyr who has served as the heart of the
Leviathan Drive since Ireshkigal created it
NOTE: As a side adventure, the party could thousands of years ago. See Benthogyr Released
venture into the nearby lair of the carapaxians below for more information.
for additional treasure and experience. The
creatures have populated the caverns in and Alternatively, the party can attempt to shut down
around the “blue hole” for centuries and have the engine through a series of skill checks called
collected much in the way of wealth from vessels a Skill Challenge.
that have crashed upon the rocky atoll above.
Skill Challenge: Shutting Down The Leviathan
The carapaxians are initially not hostile, but as Drive. In order to complete this challenge
soon as it is apparent the party intends to do without a fight, the party must achieve six
harm to the Leviathan Drive, they immediately successes of various skills before suffering three
attack—this is their holy site, after all. skill check failures. If the party succeeds, they

27
successfully disable the Leviathan Drive without After each player has decided what they will do
freeing the vortex dragon and prevent Ireshkigal during the turn, each player rolls the requisite
from being able to raise the fortress to the skill check (if required) or spends the appropriate
surface. Should they fail, the Leviathan Drive is resource (such as casting a spell). For this Skill
destroyed instead of being safely shut down and Challenge, physical skills and abilities have a
the party must then face Benthogyr in all of her DC 20, while mental skills and abilities have
fury. a DC 14. Spells that are appropriate to the
situation count as a free success when used.
A Skill Challenge is broken up into turns, similar A Comprehend Languages spell might help
to a combat round except that the duration is decipher the instructions on the control panels,
likely longer between each turn. During a skill while a Magic Missile spell would probably be
challenge turn, each player tells the GM what ineffective.
they would like to do in order to overcome the
challenge. The GM should be fairly lenient in Read the Following Aloud as each success and
what would and would not apply, but is free to failure occurs:
say a particular skill check or ability would not
work in shutting down the engine.

Skill Challenge Success Skill Challenge Failure

1. The systems on the nearby panel come to life as 1. You hear a loud clang followed by a long grinding
Ydrissid symbols begin to hover over the controls. sound in the adjacent room. Something falls to the
floor nearby.

2. You hear the sound of steam releasing 2. A screeching metallic sound turns into an
somewhere in the next room and a fan decreasing organic roar. The room around you trembles and
in speed. shakes.

3. Energy, once coursing through various tubes 3. A cacophony of sounds and falling debris leads
around the room slowly diminishes and then you to believe something has broken loose in the
disappears entirely. next room. You can’t be sure, but it would appear
the machine is broken.

4. A radiant field of energy sweeps from the next


room and across this one as a deep pulse can be
heard.

5. An intricately crafted magical mechanism on one


of the panels that has been ticking back and forth
in a slow rhythm begins to slow significantly. At the
rate it is going, it will stop in just a minute or two.

6. The Ydrissid symbols fade from view as the room


is plunged into darkness; all mechanical sounds
drift away until everything is completely silent.

28
If the Skill Challenge is successful, nothing In order to stop the sequence of gates from
else happens in the engine room or with the opening, they must be shut down in a specific
Leviathan Drive. The dragon, who has been in a order. Loam knows this and will tell the party as
coma-like state for thousands of years, does not much, but he does not know the correct sequence.
wake up and will remain dormant until it dies of He has read the instructions over and over again,
old age centuries from now. but he tells them it is a cipher and he does not have
the key to it. Perhaps they would have better luck?
Benthogyr Released. The vortex dragon (CN;
AC:18; HP: 300; 1) has never truly known a life He takes them to the back of a room that serves as
other than that of the Leviathan Drive and is far the fortress’ ballroom and there sits a brass placard
more feral and less intelligent than the average on the wall that has cryptic instructions on it.
member of her species. It attacks anything that
moves without caution or consideration which
includes not only the adventurers, but also any Read the following aloud when the
carapaxians that may still be alive, or Loam if he adventurers enter:
is with the party. Loam explains the room you are in once served
as Ireshkigal’s ballroom —although she never
Read the following aloud if the once entertained guests here. Now at the
adventurers fail the Skill Challenge: opposite side of the room from the entrance,
The incredibly loud sound of rending metal the apparition brings you to what looks like
can be heard from the next room followed by a series of mechanisms, switches, and oddly
a guttural, animalistic roar. You hear (and feel) cut gemstones set into a pitted brass panel.
several loud thuds as if something very large There are instructions written in what you now
were stepping down onto the ground of the recognize as Ydrissid script.
engine room.

For the Gamemaster


Do or Do Not. Ultimately, either outcome from If the party doesn’t have the means to translate
the Skill Challenge results in the disabling the text, let the players consider their options for
of the Leviathan Drive. However, if the party a while before Loam absently declares he can
is successful, they will not be forced to fight translate it for them. Once the instructions are
Benthogyr, the vortex dragon. Once the engine translated, the following stands out as important:
has been disabled or destroyed—and Benthogyr
has been dealt with, the adventurers receive With the piercing gaze of the eye, channel the
a vision from Loam who tells them, “The unwavering strength of the arm. Ignite the
Leviathan Drive has been disabled. Now, quickly, passion within with the burning heart. Let the
make your way to the third floor and free me wings of the mind carry you to new heights.
from my prison!” Illuminate the path with the radiant mind’s eye,
explore the depths with the umbral core - in all of
14. The Seven Gates (Option 2) this you will find nothing but the void.

Choosing to stop the process by disabling the For the Gamemaster


gates proves to be challenging as the gates The correct sequence is Water, Earth, Fire, Air,
themselves are located throughout the complex Light, Dark, Null. Each gate must be disabled
and must be closed in a certain sequence. in the correct order. If they are not, roll 1d4 on
Currently two of the gates - air and water - are the table associated with the gate that was out of
open and a third, the fire gate, is in the process order and the listed effect occurs.
of opening.

29
After three failed attempts, Ireshkigal’s Chosen hold the fortress together once it is in the air.
(LE; AC 17; HP: 135; 3d4) from outside the Closing this gate requires the following: a DC
complex begin to investigate what is going 16 Intelligence (Nature) check to determine
on. Roll 3d4 after the third failed attempt to that a fresh leaf must be placed upon the gate
determine how many of Ireshkigal’s Chosen and then a DC 22 Strength (Athletics) check to
show up at the party’s location (See Event 13. close the gate. Failure to accomplish these tasks
The Leviathan Drive for more information on or attempting to disable the earth gate out of
Ireshkigal’s Chosen). sequence will result in a 1d4 roll on the following
table:
Water Gate. Located on the first floor of the
complex, the water gate is being used to keep 1. Sudden Quakes. The ground shakes violently,
water from entering the fortress once it has permanently creating difficult terrain and
been evacuated. Closing this gate requires knocking creatures in the room prone if they
the following: a successful DC 16 Intelligence fail a DC 16 Dexterity saving throw.
(Nature) check to determine they require a drop 2. Rocky Burst. Earthen projectiles burst from
of pure elemental water, and a successful DC the ground, dealing 21 (6d6) bludgeoning
20 Dexterity (Thieves’ Tools) check to place the damage to all creatures in the room. A
water and shut the gate at the same time. Failing successful DC 16 Dexterity saving throw
to disable the water gate or doing so out of results in half damage.
sequence will result in a 1d4 roll on the following
table: 3. Petrifying Touch. A wave of petrification
emanates from the ground, turning creatures
1. Torrential Downpour. A powerful flood of into stone if they fail a DC 18 Constitution
rain inexplicably starts in the area, creating saving throw.*
difficult terrain for 2d4 rounds. It quickly fills 4. Sinkhole Surprise. Sections of the ground
the area to a height of 10 feet unless doors are col- lapse, creating dangerous sinkholes that
opened to release the water. can swallow creatures and objects. Every
2. Freezing Blast. A sudden freezing blast en- character must roll a 1d6. On a roll of 1-3,
gulfs the room, dealing 21 (6d6) cold damage a sinkhole opens beneath them. They must
and creating difficult terrain for 1d4 hours. A make a DC 16 Dexterity saving throw or
successful DC 18 Constitution saving throw fall in the hole and be engulfed. Engulfed
results in half damage. characters begin to suffocate and will die after
a number of rounds equal to their Constitution
3. Scorching Steam. A cloud of blistering steam score. Removing a character from a sinkhole
erupts from the gate reducing visibility to requires a DC 20 Strength check from within
just 5 feet and dealing 35 (10d6) fire damage the hole, or simply the assistance of another
to everyone in the room. A successful DC creature outside the hole.
18 Constitution saving throw results in half
damage.
4. Tsunami Wave. A massive wave crashes down Note: Should all the characters fail their
from seemingly nowhere, dealing 42 (12d6) Constitution saving throw, the GM could end
bludgeoning damage and pushes large or the adventure or decide that Loam has the
smaller creatures up to 30 feet from the gate, means available to de-petrify them.
knocking them prone. A successful DC 18
Dexterity saving throw results in half damage
and not being pushed or knocked prone.

Earth Gate. The earth gate is located in the


basement of the complex and is necessary to

30
Light and Dark Gates. The light and dark gates elemental flame from the gate, extinguishing it.
are co-located on the third floor near Loam’s Snatching the flame results in 10 (3d6) HP of
prison. Just like the Inner Planes, the presence fire damage. Failure at completing this process
of positive and negative energy is necessary or doing so out of sequence results in a 1d4 roll
to maintain the balance of the other elemental on the following table:
energies coursing through the fortress.
1. Infernal Flames. Flames erupt from the gate,
Shutting the gates must be done simultaneously dealing 10d6 fire damage to all creatures in a
and requires the following: a DC 16 Intelligence 20 foot radius and igniting flammable objects.
(Arcana) check to determine that positive 2. Fiery Burst. Explosions of intense heat scorch
energy must be used on the light gate while the entire room, causing fire 35 (10d6) fire
simultaneously using negative energy on the damage, igniting flammable objects, and
dark gate. Once this is accomplished, the party releasing 1d3 fire elementals (N; AC: 13; HP:
simply closes the covers of the gates and the 103; 1d3)
portals wink out of existence. Failure to follow
this process or doing so out of sequence results 3. Burning Embers. Small burning embers rain
in a 1d4 roll on the following table: down, causing all creatures in the room to
take 21 (6d6) fire damage for 2d3 rounds.
1. Blinding Radiance. Intense light floods the Flammable objects also catch fire.
area, permanently blinding anyone who fails a 4. Fiery Ally. Interestingly enough, an efreeti
DC 18 Constitution saving throw. (LE; AC: 17; HP: 200; 1) near the gate on the
2. Negative Burst. Negative energy explodes Elemental Plane of Fire, named Zawi Bitter-
outward, dealing 54 (12d8) necrotic damage hell, notices the commotion and pushes his
to all within a 30 feet diameter with no saving way through. Aware of Ireshkigal and her
throw. machinations, the efreeti decides to aid the
party in their quest to defeat her, but demands
3. Searing Beam. A focused beam of scorching
50% of the gold they gain.
radiant light lances out and strikes one
creature randomly within the room. This
Air Gate. Located on the top level of the fortress,
creature must succeed in a DC 16 Dexterity
the air gate was opened first and is bringing
saving throw or be affected as if they were
air from the surface into the complex. Closing
hit with a disintegrate spell (10d6+40 force
the air gate requires the following: a DC 16
damage).
Intelligence (Arcana) check to know that some
4. Cacophonic Explosion: The two energies sort of vacuum must be formed over the gate
inadvertently touch causing a deafening in order to force it to collapse in on itself. This
explosion in the room. All creatures in the could be accomplished most easily by placing an
room must make a DC 16 Constitution saving extradimensional space (such as a bag of holding
throw. Those that fail take 70 (20d6) thunder or portable hole) over the opening of the portal.
damage and are permanently deafened. Tampering with the gate, but failing this process
Those who succeed take half damage and are or doing so out of sequence results in a 1d4 roll
deafened for 1d4 minutes. on the following table:

Fire Gate. Located on the second floor, the fire 1. Violent Windstorm. Powerful gusts of wind
gate is used to ignite the Leviathan Drive and whip through the area, knocking creatures
provide propulsion to the fortress. Closing this prone if they fail a DC 14 Dexterity saving
gate requires the following: a DC 16 Intelligence throw and gain the confused condition for 1d4
(Nature) check in order to determine that warm rounds.
ash must be strewn across the threshold of the
2. Lightning Surge. Lightning crackles and
gate, and a DC 18 Dexterity (Sleight of Hand)
strikes randomly, dealing 40 (7d10) lightning
check must then be made in order to snatch the

31
damage to all creatures within the room. If Null Gate. The null gate is located in close
they make a DC 16 Dexterity saving throw, proximity to Ireshkigal’s lair and is used as the
creatures suffer half damage. controlling element that allows the other gates
3. Suffocating Atmosphere: The air becomes to function through time and space. Without the
thin, making it difficult to breathe. Creatures null gate in place, the remaining gates would
must make DC 18 Constitution saving throws either fail entirely or potentially explode. For
or suffer one level of exhaustion. more information on what happens if the party
interferes with the null gate, see Compartment
4. Whirling Vortex: A swirling vortex of air en- Two - The Null Drive in Event 15 - Ireshkigal’s
gulfs the area, pulling creatures and objects Revival.
towards its center of the room. Anyone failing
a DC 18 Strength saving throw is thrown
around the room, eventually landing near the Ireshkigal summoning her minions.
gate, suffering 10d8 bludgeoning damage. Art by Chris Arneson

32
15. Ireshkigal’s Revival Read the following aloud when the party
(Required) enters the room:
As you enter this room, the air around you
The fourth floor of the fortress is made entirely becomes preternaturally still. Out of the darkness
of Ireshkigal’s servant, an undead dragon turtle loom figures of immense height, close to 9-feet
that has been built into the structure. The tall. Their forms absorb the light and are more
creature has been dormant since Ireshkigal went shimmering pools of inky blackness than
into her state of torpor, but with her awakening it coherent shapes. Where their eyes would be
too has been reanimated.
on a human, two points of yellow light pierce
Entry into the dragon turtle from the third the darkness with their cold, inhuman gaze. The
floor is through an elevator that brings the light around these creatures seems to dim, drawn
adventurers into the carcass just behind its head. into the abyss of their form. Instead of a physical
From there, the dragon turtle is separated into form, their bodies appear to be the absence of
three large compartments. form and space. The very ground beneath them
seems to fade away, replaced
Compartment One - Storage. The first
by an inky blackness that swallows the light. The
compartment is the one in which the party
enters. It serves as a storage area for equipment alien beings do not acknowledge your presence
and treasure. If they take the time to search at all. They are intently focused on
the area using something that can find magical the black hole in the center of the room. The
items (such as a detect magic spell), allow each figures move in a strange mix of fluid dance-like
player to roll for a random magical item of a movements punctuated by almost frantic bursts
type of their choice. Otherwise the party is able of motion, only to return to the slower more fluid
to collect up to 10,002 gp, 23,221 sp, 2,452 pp,
movements.
and a large assortment of baubles and jewelry
amounting to roughly 20,000 gp if sold in the
markets in Chentoufi.
These are Null Elemental creatures called Void
Walkers (N; AC: 20; HP: 101; 7). Each Void
Compartment Two - The Null Gate. This room
Walker is formidable in their own right, but the
serves as the housing for the null gate, the
seven of them combined would be an incredible
seventh and final gate that magically contains
chore to defeat. The Void Walkers, however, have
the power of the Leviathan Drive and maintains
but one task which is to maintain the connection
the fortress’ cohesion. In the nexus of the gate
between the Nullstone and the Null Gate in order
resides the Nullstone, an artifact that embodies
to prevent it from collapsing in on itself— or
the essence of the Null Elemental Plane.
potentially consuming everything around it in a
Because the gate is the combination of both
seven mile radius.
the artifact and a magically sustained gate, the
party would need a Sphere of Annihilation or a
If Loam is with the party at this time, he explains
Wish spell in order to destroy the gate and close
to them the seriousness of the situation and the
it. Fortunately, destruction of this gate is not
importance of leaving these creatures alone. If
required in order to stop the fortress from flying,
Loam is not with the party, his spirit-projection
it is merely the one power source that contains
appears near them after the first round of
and enables the other six gates.
combat, should the party choose to attack the
Void Walkers. In doing so, he explains the dire
situation and implores them to cease their
attack. If they agree, the Void Walkers return to
their ritual and leave the party alone.

33
If the adventurers choose not to listen to Loam, Each adventurer so consumed by the Null must
the Void Walkers fight back against the party. roll 1d100. A roll of 1-50 means the character
is utterly destroyed by the forces of elemental
Null. A roll of 51-100 means the character is
Read the following aloud if the party sucked into the Elemental Plane of Null—a cold,
attacks the Void Walkers: desolate, empty void of nothing. Should they have
As you attack the creatures in the room, it the means to protect themselves from the cold
and lack of air, they can survive for as long as
draws their attention from whatever ritual they
these abilities protect them. Otherwise, they die
are performing in order for them to defend in a number of rounds equal to their Constitution
themselves. In doing so, the black gate in the modifier (minimum of 1 round).
middle of the room stutters and begins shifting
at odd intervals, almost as if attempting to turn The aftermath on the Material Plane is utter
a gear that is stuck, is suddenly released, and devastation as the waters of the ocean rush
then is immediately stuck again. The light in back to fill the sudden 14 miles wide and nearly
7 miles deep hole of nothingness created by
the room dims considerably and the entire area
the Null sphere. When the waters collide in the
begins to tremor slightly. gap it creates an immense tsunami that washes
out in every direction destroying boats, whole
islands, and cripples the coastline in and around
Loam, if present, will turn on the party and fight Chentoufi for months.
on the side of the Void Walkers in order to stop
total annihilation of the area. After three rounds The adventure ends here. The party temporarily
of combat the integrity of the ritual containing stopped Ireshkigal, but she managed to be
the Nullstone disappears and the gate collapses transported to the Elemental Plane of Null
completely. The GM should roll 1d100 at this where she, after a few hours floating in
point. If the roll is 1-50, the Null Gate collapses the nothingness, plane shifted back to the
in on itself and frees the Void Walkers from Prime Material Plane where she begins her
their servitude. In this case, the Void Walkers machinations anew. If there is any silver-lining
continue their attack against the party until one to this ending, it is that the lich lost both the
side or the other is defeated. Nullstone and the Oculus of Senrahbah during
the cataclysm.
However, if the roll is 51-100, the Null Gate
begins rapidly expanding. In one round, it
consumes all of the Void Walkers and only Note: This “nuclear option” is meant as
continues to grow. Only characters who a “most dangerous” scenario, should the
immediately declare they are leaving the room players decide to push the boundary of
escape into round two. However, on the second sensibility. There are numerous indicators
round, the Nullstone engulfs the entirety of (Loam’s warnings, the fact that the Void
the fourth floor and much of the third as the Walkers initially do nothing against them,
expansion accelerates. A character who makes a the immediate destabilizing effect attacking
DC 20 Dexterity saving throw narrowly escapes the Void Walkers has on the null gate) that
total annihilation. In the third round, the entire suggest the party should not continue this
fortress is consumed and anyone still alive is course of action. However, if they do, the
swallowed by the expansive sphere of Null. The GM should feel free to follow through with
sphere continues to expand until it reaches a the ultimate consequence for ignoring these
radius of seven miles, consuming everything in warnings.
its path including water, stone, and all organic
life.

34
Compartment Three - The Tomb. Should they decline her offer, she chides them
softly for their foolishness, sets the Eye down, and
The third compartment within the belly of the attacks them. Using her Lair Ability, she goes first
dragon turtle is the actual tomb of Ireshkigal. on any initiative within her fortress.
She has been in torpor here for the last four
thousand years and only recently has awoken. The combat should go poorly for the party since
When the adventurers enter, Ireshkigal is sitting Ireshkigal is a Challenge 23 lich. Between her
atop a throne made of bones. Her tomb and ability to use Legendary Actions, her Legendary
resting place are at her feet. The tomb itself has Saves, and her resistances, she should be more
clearly been opened very recently. In her hands than a match for the party. However, once the battle
she holds the Oculus of Senrahbah, admiring it has started, Loam will also join in the combat and
and ignoring the party as they enter. help the party to fight her back. So shocked is the
lich by this betrayal that she will not take an action
Read the following aloud: on the round following his entrance into the battle.
Ireshkigal. Clothed only in a few immodest blue
Awakening the Dragon Turtle. Once Ireshkigal
and red sheets of cloth, the woman before you is below 100 HP, she will use a Legendary action
resembles nothing of the undead creature you point to call Tiash’ut, her ancient dragon turtle in
expected to find. In her hands she holds what whose belly the party currently stands. This causes
can only be the Oculus of Senrabah—the Eye the entire complex to shake as the massive turtle
of Chentoufi. Its rich azure color glows with breaks free from the structures holding it in place.
magical radiance in the dim light and even from Each character must make a DC 16 Dexterity
saving throw or fall prone.
your position across the room you can see the
mystical eye engraved upon it. On her next turn, the lich calmly states, “So it shall
be... lover”, adding as much venom as possible to
“You have risked much,” Ireshkigal coos, “ for so the last word. She then uses her action to teleport
very little in return.” Her eyes turn to you and a to the head of Tiash’ut and a bonus action to
bone-chilling cold suddenly envelopes you. activate a ward to release an imprisoned Greater
Water Elemental (N; AC 15; HP: 161; 1) to defend
her retreat. She automatically avoids any attempt
“I have been apart from this precious stone for
to interrupt her spellcasting or any opportunity
so long I’d forgotten how beautiful it truly was.
attacks.
Can you see it?” She holds the stone between her
forefinger and thumb, tilting it slightly in your Jettison the Garbage. Ireshkigal leaving the room
direction. immediately triggers the doors to her chamber to
magically lock, sealing the party inside. The doors
are made of some sort of magically infused metal
For the Gamemaster used by the ancient Ydrissid and are very difficult
Ireshkigal is not interested in battling the party, to even scratch. These doors should be treated as
but she certainly knows it may come to that. She adamantine with an AC of 23, damage resistance
makes a modest offer to the adventurers allowing to all damage, and 70 HP. The doors can be forced
them to make any one wish, within reason, in open with a DC 25 Strength check or a Knock
exchange for leaving her fortress and never spell.
returning. If they accept, she uses her wish spell to
honor her part of the bargain and then magically The party has one round to attempt to open the
draws a teleportation circle that will teleport them doors before Ireshkigal’s next action. If Loam is
all back to the top of the Azure Spire. with them, he quickly warns them of what is about
to happen.

35
Read the following aloud at the start of If the party did not get the Oculus of
the first round following Ireshkigal’s Senrahbah from Ireshkigal by force:
escape: As you desperately search for some way out of
The entire room shifts and you feel momentarily the room, your eyes catch a glimpse of something
as if you are floating again in the water. You’re blue shimmering in the few inches of water.
not sure how, but you can sense that you are Paying closer attention to it, you realize the lich
slowly beginning to rise up through the water. left the Eye of Senrahbah behind in her hasty
Around the room you hear creaks and pops as if retreat. You can only assume she expects you
a house were settling. to drown and will retrieve the stone later. For
now, however, you have other more immediate
Suddenly your gut rises up into your throat as concerns at hand.
the sensation of falling hits you. The room sways
back and forth as if in a cradle and then, just For the Gamemaster
as suddenly as it began, the rocking stops with The internal structures built within Tiash’ut’s
a bone-jarring crunch. For a brief moment all is body were individually attached to its shell as
separate compartments. By design, any of the
silent until you hear the sound of water spraying
three compartments inside the dragon turtle’s
somewhere in the darkness. It is quickly followed body could be jettisoned on command. When
by another jet of water on the other side of the Ireshkigal fled her tomb chamber, she went to
room. Within seconds water is touching your toes the head of Tiash’ut and then jettisoned her tomb
and rising quickly. compartment with all of the adventurers inside.
As she rapidly rises to the surface on top of her
Ireshkigal surfacing with her massive
undead dragon turtle, Tiash’ut.
Art by Alexandre Silveira

36
dracolich dragon turtle, Tiash’ut, the party falls party, however, the entire city of Chentoufi is
to the ocean floor in the now rapidly collapsing suffering without this artifact; without the water
tomb chamber. it brings to the surface.

Without the magical nature of Tiash’ut’s Keeping the Eye. The party can attempt to
dracolich body keeping it together, the tomb keep the artifact, but will immediately become a
compartment begins to collapse under the sworn enemy of the Sisterhood of Mezuzah who
weight of the entire ocean above it. The party will make very clear to the people of Chentoufi
has just a few rounds to figure out what to do and the leaders of the city exactly who is
and how to escape. The doors are still locked responsible for the continued shortage of water.
and immovable unless they are able to force This will result in an enormous bounty being
their way through. While everyone in the party placed upon their heads and their ability to stay
should have some ability to breathe underwater, in Chentoufi will be limited to the Kannat below
it is not the water that will be the problem. the city streets—even there, however, it is likely
Once the compartment collapses, it will do so the various underworld factions in the city will
violently. The resulting explosive decompression also be interested in hunting them down for the
of the chamber will occur three rounds after reward.
the description is read to the players. When
it occurs, each player must make a DC 20 There is also the added complication of the
Constitution saving throw or take 70 (20d6) Oculus of Senrahbah being Ireshkigal’s
points of bludgeoning damage as the water and phylactery. Should it not be hidden and protected
debris crush them. Characters who make the by the Sisterhood, the lich will know where
saving throw take half damage. to find it and relentlessly pursue the party,
attempting to retrieve it.
Escaping to the surface will require the party
to use some sort of devices or spells that allow Giving Back. The Sisterhood meets with the
them to breathe water. Left without any such adventurers when they return to Chentoufi.
ability, any character that deep will be unable to They tell the party they are adding them as
make it to the surface in time and will drown. honorary members of their order and will reward
them with one magical item of their choice (the
Conclusion. GM may determine whether or not they have
extremely potent items). Additionally, the city
The aftermath of the adventure is not all bad. leaders will reward them each with 2,000 gold
The characters either have the Eye of Chentoufi pieces and the “key” to the city.
in their possession or, if they all died, it lies at
the bottom of the ocean hidden somewhere in
the debris of her fortress. If this occurs, the Key to the City. Typically the city’s key
GM can relay to the players that they witnessed is awarded to members of society who
the revivification of one of the most powerful have done a great service for the people
adversaries on all of Okkorim—and they played of Chentoufi. It consists of a 12" key made
their part perfectly. of solid gold (4,000 gp if sold). More
importantly, those with the Key to the City
Assuming the party does survive, however, gain a level of renown in Chentoufi, allowing
they are able to make it back to Mull and then, them to roll any Charisma-based skill with
eventually, back to the coast and the city of advantage. The key-holder may use this ability
Chentoufi itself. They have in their possession again after taking a long rest.
the Oculus of Senrahbah, the Eye of Chentoufi
which is an exceedingly powerful artifact of
elemental water magic. Unfortunately for the

37
A Lich Released. Overall, the climactic battle
with Ireshkigal is intended to serve as a
The End of an Adventure!
Luke and Matt hope you have thoroughly enjoyed
narration for those playing the game to witness
going on this adventure with us. This series
her release into the world. The lich is meant to
started as an idea to run at Gary Con XII and
serve as an antagonist in the world of Okkorim,
was scheduled to run as a tournament adventure
akin to well-known adversaries in other RPG
during that show. However, due to the COVID 19
settings. Should the party somehow manage to
outbreak and the lockdowns, GC XII ended up
contain or defeat the 20th level lich spellcaster,
being entirely virtual and the tournament itself
future encounters with her will be a result of her
never happened. There was a silver-lining to
life force reforming her body after her defeat at
the lockdowns, however, in that this “one-shot”
their hands.
adventure expanded into a series of three books
that allowed us to greatly expand the lore, the
Destroying the Eye. Conceivably, the party
creatures, and the vision of Okkorim that we
could decide to destroy the artifact... or attempt
could then share with you.
to destroy it. While out of the scope of this
adventure, destroying the Oculus of Senrahbah,
We greatly appreciate your support and
a 4,500 year old artifact made from the eye
enthusiasm as this series and the world
of a dragon and infused with the power of
developed (and continues to develop)!
elemental water, could be destroyed under the
right conditions and circumstances. However,
Cheers!
simply smashing the eye is not an option as it is
Luke Gygax and Matt Everhart
impervious to any physical or magical damage.

The GM could derive a way for the party to


destroy the artifact, but it would involve a
perilous journey and extremely difficult tasks -
an adventure series in its own right! That is not
to mention this would also incur the wrath of the
city and the Sisterhood of Mezuzah as described
above. Destroying the artifact is possible, but it
would ultimately cause more problems than it
would solve.

Art by Paweł Parol

38
Creatures and NPCs Cantrips (at will): mage hand, minor illusion,
shocking grasp
Absu 1st level (4 slots): charm person, detect magic, shield
2nd level (3 slots): mirror image, misty step
Gargantuan monstrosity (aquatic), neutral evil
3rd level (3 slots): counterspell, dispel magic
4th level (3 slots): polymorph, stoneskin
Armor Class 17 (natural armor)
5th level (2 slots): dominate person, telekinesis
Hit Points 230 (20d10 + 120)
Speed 10 ft., swim 60 ft.
Multiattack. Absu makes three tentacle attacks.

STR DEX CON INT WIS CHA Tentacle. Melee Weapon Attack: +12 to hit, reach 15
24 (+7) 16 (+3) 22 (+6) 18 (+4) 14 (+2) 20 (+5) ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
If the target is a creature, it is grappled (escape DC
Saving Throws Dex +83, Con +11, Wis +7, Cha +10 20). Until this grapple ends, the target is restrained,
Skills Perception +12, Stealth +8 and Absu can’t use this tentacle on another target.
Senses darkvision 120 ft., passive Perception 22
Languages Aquan, Common, telepathy 120 ft. Fling. On the surface, Absu can throw one Large or
Challenge 12 (8,400 XP) smaller object held or creature grappled by Absu up
Proficiency Bonus +5 to 60 feet in a random direction and knocked prone.
If a thrown target strikes a solid surface, the target
Amphibious. Absu can breathe air and water. takes 3 (1d6) bludgeoning damage for every 10 feet
it was thrown. If the target is thrown at another
Ink Cloud (Recharges after a Short or Long Rest). A creature, that creature must succeed on a DC 18
20-foot-radius cloud of ink extends all around Absu Dexterity saving throw or take the same damage and
if it is underwater. The area is heavily obscured for 1 be knocked prone.
minute, although a significant current can disperse
the ink. After releasing the ink, Absu can use the Lair Actions
Dash action as a bonus action.
On initiative count 20 (losing initiative ties), Absu can
Spellcasting. Absu is a 10th-level spellcaster. Its take a lair action to cause one of the following effects.
spellcasting ability is Intelligence (spell save DC Absu can’t use the same effect two rounds in a row:
17, +9 to hit with spell attacks). It has the following
wizard spells prepared: Surging Current: Absu releases a powerful jet of
water that creates a massive current around it. Each
creature within 30 feet of Absu must succeed on a
Absu of the Depths DC 18 Strength saving throw or be swept 60’ away
Art by Erie Dini from Absu and considered prone on their next turn.

Summon Zombie Sharks: Absu beckons to the


depths, summoning forth a group of zombie sharks
to defend its lair. Three zombie sharks appear
in unoccupied spaces within 60 feet of Absu.
These creatures are friendly to Absu and obey its
commands until they are destroyed or the end of the
encounter.

Abyssal Roar: Absu lets out a deep, resonating roar


that reverberates through the water. Each creature
within 60 feet of Absu must succeed on a DC 18
Wisdom saving throw or be frightened for 1 minute.
A creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a
success.

39
Bahrulk Actions
(Sea Strangler) Multiattack. The bahrulk makes two slam attacks. If
both attacks hit a Large or smaller target, the target
Ancient Red Bahrulk (Sea Strangler)
is grappled (escape DC 16), and the bahrulk uses its
Huge plant, neutral
Engulf on it.
Armor Class 16 (natural armor)
Slam. Melee Weapon Attack: +10 to hit, reach 15 ft.,
Hit Points 189 (18d12+72)
one target. Hit: 16 (2d8 + 6) bludgeoning damage.
Speed 20 ft., swim 30 ft.
Engulf. The bahrulk engulfs a Large or smaller
STR DEX CON INT WIS CHA creature grappled by it. The engulfed target is
22 (+6) 10 (+0) 18 (+4) 8 (-1) 16 (+3) 9 (-1) blinded, restrained, and unable to breathe, and it
must succeed on a DC 16 Constitution saving throw
Damage Resistances fire, lightning, bludgeoning, at the start of each of the bahrulk’s turns or take 21
piercing (6d6) fire damage. If the bahrulk moves, the engulfed
Condition Immunities blinded, deafened, exhaustion target moves with it. The bahrulk can have up to
Senses blindsight 60 ft. (blind beyond this radius), four medium-sized creatures engulfed at a time.
passive Perception 13
Languages understands Aquan but can’t speak Heated Body. A creature that touches the bahrulk or
Challenge 10 (5,900 XP) hits it with a melee attack while within 5 feet of it
Proficiency Bonus +4 takes 7 (2d6) fire damage.

Reactions
Fire Absorption. Whenever the bahrulk is subjected to
fire damage, it takes no damage and instead regains Electric Discharge. When a Bahrulk takes lightning
a number of hit points equal to the fire damage damage, it can use its reaction to release a powerful
dealt. electric discharge into the surrounding water. Each
creature of the Bahrulk’s choice within 20 feet of it
Siege Monster. The bahrulk deals double damage to must make a DC 16 Dexterity saving throw, taking 27
objects and structures. (5d10) lightning damage on a failed save, or half as
much damage on a successful one.

Additionally, the Bahrulk gains advantage on its next


attack roll made before the end of its next turn.

Bahrulk
Art by Erie Dini

40
Bahrulk Variations Bahrulk Stages of Life
Gray Sea Strangler (Bahrulk Umbral): Sporeling: CR 1/2 or 1 - Tiny in size, Sporelings are
This variety has the capacity to blend in with the just starting to develop, their bodies not yet large or
rocky seafloor or murky waters. It possesses a strong, strong enough to be a significant threat. They often
resistant exoskeleton, providing it protection from exist in large clusters, their weak individual strength
physical damage. made up for in numbers. They’re typically passive,
focusing more on gathering nutrients and growing
Green Sea Strangler (Bahrulk Verdant): rather than engaging in conflict.
This variant, with its bright, vibrant hue, can
photosynthesize rapidly making it very difficult to Bloom: CR 2 to 3 - Small in size, Blooms have
eradicate. Blooms of bahrulk verdant often plague started to expand in size and strength, their vine-
many of the small atolls and islands off the coast. like appendages are capable of entangling small
creatures or pulling loose objects. They’re more
Golden Sea Strangler (Bahrulk Auros): active than Sporelings but still primarily focus on
This rare variant possesses a stunning golden color. growth over aggression.
It has the ability to release a cloud of luminescent,
intoxicating spores that can confuse its prey. Tendril: CR 5 to 6 - Medium in size, Tendrils have
developed more offensive capabilities, using their
Blue Sea Strangler (Bahrulk Azure): strong tendrils to ensnare and strangle opponents.
A deep-sea variety, this Strangler is adapted to They’re more aggressive than Blooms, actively
low-light conditions. It can create a hypnotic, seeking sources of nutrients, including unwary
bioluminescent display that stuns its prey, leaving creatures.
them vulnerable to its attacks.
Rampant: CR 8 to 10 - Large in size, Rampants are
mature Bahrulk that pose a serious threat. They have
a wide reach with their tendrils, capable of grasping
and crushing small boats or large creatures. They
are very territorial and will aggressively defend their
area of the sea.

Ancient: CR 12 to 14 - Huge in size, Ancients are


very old. They’ve lived for centuries, amassing great
knowledge and power. Their physical forms are thick,
coiling tendrils and their central masses are often
studded with shells, rocks, and remnants of their
past meals.

Monarch: CR 15+ - Gargantuan in size, Monarchs are


the stuff of legends. A Monarch’s tendrils can crush
a ship’s hull, and their bodies are known to reach
out for a quarter mile or more across the ocean. No
first-hand accounts of monarch bahrulk have ever
been recorded, but the Ydrissid texts talk of their
existence and fearsome reputation.

41
Beluk-Tu take 3 (1d6) poison damage each round in which
they fail. The creature takes no damage on any
Medium humanoid, any round they make their saving throw and the effect
ends.
Armor Class 14 (natural armor)
Hit Points 21 (3d8+6) 3d8+ If a creature dies while infected, the ichor consumes
Speed 20 ft., swim 50 ft. the host creature in 3d3 days, hatching 2d4 new
Beluk-Tu.
STR DEX CON INT WIS CHA
Squamous. Beluk-Tu are covered in sharp, scaly skin.
13 (+1) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 8 (-1)
When grappled or grappling, their opponent suffers
1d4 slashing damage.
Saving Throws Constitution +4
Skills Athletics +3, Survival +3 Sunlight Sensitivity. While in sunlight, the Beluk-
Damage Vulnerabilities Fire Tu has disadvantage on attack rolls, as well as on
Damage Resistances Cold, Poison Wisdom (Perception) checks that rely on sight.
Senses darkvision 120 ft; Passive Perception 13
Languages Beluk-Tu, Everdark
CR 1/2 (100 XP)
Proficiency Bonus +2 Actions

Amphibious. Beluk-Tu can breathe air and water. Multiattack. Beluk-Tu may take 2 melee attacks with
their claws. Alternatively, they make only 1 attack
Infectious Bite (recharge 6). If a Beluk-Tu hits a with their large, 8-foot trident.
creature with both claw attacks, it may attempt a
free bite attack. If the bite attack is successful, it Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
deals 4 (1d6+1) slashing damage and the Beluk-Tu one target. Hit: 3 (1d4+1) piercing damage.
infects the target with ichor. A creature infected
must make a DC 12 Constitution saving throw or Trident. Melee or Ranged Weapon Attack: +3 to
suffer 7 (2d6) poison damage on their turn. The hit, reach 10 ft. or range 20/60 ft., one target. Hit:
infected creature may attempt a DC 12 Constitution 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing
saving throw at the start of each of their turns. They damage if used with two hands to make a melee
attack.

Art by Paweł Parol

42
Benthogyr ends for it, the creature is immune to the dragon’s
Frightful Presence for the next 24 hours.
Gargantuan dragon (vortex), chaotic neutral
Water Vortex (Recharge 5–6). This ability can only
Armor Class 18 (natural armor) be used underwater. Benthogyr creates a swirling
Hit Points 262 (15d20 + 105) vortex of water within a 60-foot radius centered on
Speed 40 ft., fly 80 ft., swim 60 ft. itself. Each creature in that area must make a DC 21
Strength saving throw, taking 36 (8d8) bludgeoning
STR DEX CON INT WIS CHA damage on a failed save, or half as much damage on
a successful one. The vortex lasts until the start of
27 (+8) 14 (+2) 25 (+7) 10 (+0) 10 (+0) 19 (+4)
the dragon’s next turn. The area within the vortex is
considered difficult terrain for creatures other than
Saving Throws Dex +8, Con +13, Wis +6, Cha +10 the dragon.
Skills Perception +14, Stealth +8
Damage Immunities cold
Senses blindsight 60 ft., darkvision 120 ft., passive Legendary Actions
Perception 24
Languages Aquan Benthogyr can take 3 legendary actions, choosing
Challenge 14 (11,500 XP) from the options below. Only one legendary action
Proficiency Bonus +7 can be used at a time, and only at the end of another
creature’s turn. The dragon regains spent legendary
Legendary Resistance (3/Day). If Benthogyr fails a actions at the start of its turn.
saving throw, it can choose to succeed instead.
Detect. Benthogyr makes a Wisdom (Perception)
Amphibious. Benthogyr can breathe air and water. check with advantage.

Water Mastery. Benthogyr has advantage on attack Tail Attack. Benthogyr makes a tail attack.
rolls, ability checks, and saving throws while fully
immersed in water. Water Surge (Costs 2 Actions). The dragon creates
a surge of water that radiates out from its body. All
creatures within 30 feet of the dragon must succeed
Actions on a DC 21 Dexterity saving throw or be knocked
prone.
Multiattack. Benthogyr can use its Frightful
Presence. It then makes three attacks: one with its
bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft.,


one target. Hit: 19 (2d10 + 8) piercing damage plus 7
(2d6) cold damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft.,


one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft.,


one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the Benthogyr’s


choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 18 Wisdom saving
throw or become frightened for 1 minute. A creature
can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success. If
a creature’s saving throw is successful or the effect

43
Carapaxians

Carapaxian Engineers Reaction


Ireshkigal’s Chosen (Arcane Engineers) Arcane Surge. When the carapaxian engineer
Large monstrosity (carapaxian), lawful evil takes damage from a melee attack, it uses its
reaction to unleash a surge of arcane energy. The
Armor Class 17 (natural armor) attacker takes 6 (1d10) force damage.
Hit Points 135 (18d10 + 36)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 13 (+1) 15 (+2) 12 (+1) 12 (+1) 10 (+0)

Skills Athletics +7, Arcana +5


Damage Resistances bludgeoning, piercing, and
slashing damage from nonmagical attacks
Condition Immunities frightened
Senses Darkvision 60 ft., passive Perception 11
Languages Common, Aquan Carapaxian Drone
Challenge 7 (2,900 XP) Small monstrosity (carapaxian), lawful neutral
Proficiency Bonus +3
Armor Class 15 (natural armor)
Amphibious. The carapaxian can breathe air and Hit Points 9 (2d6 + 2)
water. Speed 20 ft., swim 30 ft.

Arcane Shell. The carapaxian enginner incorporates STR DEX CON INT WIS CHA
Ireshkigal’s arcane technology into its carapace,
10 (+0) 11 (+0) 12 (+1) 8 (-1) 12 (+1) 8 (-1)
granting it additional protection. It has advantage
on saving throws against all spells.
Skills Athletics +2, Perception +3
Magic Resistance. The carapaxian engineer has Senses darkvision 60 ft., passive Perception 13
advantage on saving throws against spells and Languages Carapaxian
other magical effects. Challenge 1/4 (50 XP)
Proficiency Bonus +2
Actions Amphibious. The carapaxian can breathe air and
water.
Multiattack. The carapaxian engineer makes two
melee attacks: one with its pincer and one with its
claw. Actions
Pincer. Melee Weapon Attack: +7 to hit, reach 10 ft., Claws. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 14 (2d8 + 5) bludgeoning damage. one target. Hit: 2 (1d4) slashing damage.
The target must succeed on a DC 15 Strength
saving throw or be grappled (escape DC 15). Net. Ranged Weapon Attack: +2 to hit, range 5/15
ft., one Large or smaller creature. Hit: The target
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., is restrained. A creature can use its action to make
one target. Hit: 10 (2d4 + 5) slashing damage. a DC 10 Strength check to free itself or another
creature in a net, ending the effect on a success.
Arcane Cannon. Ranged Weapon Attack: +4 to hit,
range 60 ft., one target. Hit: 13 (3d8) fire damage.

44
Carapaxian Sentinel Carapaxian Dominant
Large monstrosity (carapaxian), lawful neutral Large monstrosity (carapaxian), lawful neutral

Armor Class 16 (natural armor) Armor Class 18 (natural armor)


Hit Points 39 (6d10 + 6) Hit Points 68 (8d10 + 24)
Speed 30 ft., swim 40 ft. Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 13 (+1) 10 (0) 14 (+2) 10 (0) 18 (+4) 12 (+1) 16 (+3) 13 (+1) 16 (+3) 14 (+2)

Skills Athletics +5, Perception +4 Skills Athletics +7, Perception +6, Persuasion +5
Senses darkvision 60 ft., passive Perception 14 Senses darkvision 60 ft., passive Perception 16
Languages Carapaxian Languages Carapaxian, Common
Challenge 3 (700 XP) Challenge 5 (1,800 XP)
Proficiency Bonus +2 Proficiency Bonus +3

Amphibious. The carapaxian can breathe air and Amphibious. The carapaxian can breathe air and
water. water.

Actions Inspirational Presence. Any carapaxian allies


within 30 feet of the dominant that can hear it
Multiattack. The carapaxian makes two claw attacks. gains advantage on saving throws against being
frightened and advantage on attack rolls.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 8 (1d10 + 3) slashing damage. Actions
Net. Ranged Weapon Attack: +5 to hit, range 5/15 Multiattack. The carapaxian makes two claw attacks.
ft., one Large or smaller creature. Hit: The target
is restrained. A creature can use its action to make Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
a DC 13 Strength check to free itself or another one target. Hit: 11 (1d12 + 4) slashing damage.
creature in a net, ending the effect on a success.
Net. Ranged Weapon Attack: +7 to hit, range 5/15
Ink Cloud (1/day). A 20-foot-radius cloud of ink ft., one Large or smaller creature. Hit: The target
extends all around the carapaxian if it is underwater. is restrained. A creature can use its action to make
The area is heavily obscured for 1 minute, although a DC 15 Strength check to free itself or another
a significant current can disperse the ink. After creature in a net, ending the effect on a success.
releasing the ink, the carapaxian can use the Dash
action as a bonus action. Sonic Blast (1/day). The carapaxian dominant
emits a powerful, sonic pulse in a 30-foot cone.
Each creature in that area must make a DC 14
Constitution saving throw. On a failure, a creature
takes 22 (4d10) thunder damage and is stunned
until the end of its next turn. On a success, a
creature takes half as much damage and isn’t
stunned.

45
Carapaxian Legendary Actions
Arch-Dominant The Arch-Dominant can take 3 legendary actions,
choosing from the options below. Only one
Huge Monstrosity (carapaxian), lawful neutral
legendary action option can be used at a time and
only at the end of another creature’s turn. The Arch-
Armor Class 18 (natural armor)
Dominant regains spent legendary actions at the
Hit Points 170 (20d8 + 80)
start of its turn.
Speed 30 ft., swim 30 ft.
Claw Attack. The Arch-Dominant makes one claw
attack.
STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 18 (+4) 13 (+1) 16 (+3) 16 (+3) Command Dominance (Costs 2 Actions). The Arch-
Dominant targets one Carapaxian ally within 60 feet
Saving Throws Str +9, Con +8 of it. The ally can immediately use its reaction to
Skills Athletics +9, Perception +5 make one melee attack.
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks Sonic Wave (Costs 3 Actions). The Arch-Dominant
Condition Immunities frightened, charmed unleashes an intensified sonic blast, creating a 60-
Senses darkvision 60 ft., passive Perception 15 foot cone. Each creature in that area must make a
Languages Carapaxian, Common DC 16 Constitution saving throw, taking 44 (8d10)
Challenge 10 (5,900 XP) thunder damage on a failed save, or half as much
Proficiency Bonus +4 damage on a successful one.

Amphibious. The Arch-Dominant can breathe air and


water.

Legendary Resistance (3/Day). If the Arch-Dominant


fails a saving throw, it can choose to succeed instead.

Actions
Multiattack. The Arch-Dominant makes two claw
attacks.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one


target. Hit: 14 (2d8 + 5) slashing damage.

Sonic Blast. The Arch-Dominant can use its action


to unleash a powerful sonic blast in a 30-foot cone.
Each creature in that area must make a DC 16
Constitution saving throw, taking 33 (6d10) thunder
damage on a failed save, or half as much damage on
a successful one.

Art by Vagelio Kaliva

46
The Arch-Dominant is the pinnacle of any carapaxian colony. Each has risen to this rank through physical
dominance and strength in combination with authority and guile. The physical description of an arch-dominant
varies depending upon the subspecies and their particular circumstances, but each is an imposing figure, much
larger than the rest of its kin. Many have intricate carvings and piercings adorning their carapace and some
have even been known to incorporate pieces of other material into their shells as well.

Ireshkigal’s Chosen. A unique variant of the Mire Carapaxians. These carapaxian variants live
carapaxian species that worships Ireshkigal as in brackish waters and mangrove forests in the
their goddess and has incorporated much of her south of Okkorim. Smaller and more agile than their
arcane technology into their society. They use cousins, the mire carapaxians develop vast networks
their knowledge of her magical apparatuses and of tunnels in and around these mangrove forests for
incorporate the technology into their shells, often protection and seclusion.
replacing entire parts of the carapace.
Pearl Carapaxians. Not much is known about the
Reef Carapaxians. Adapted to survive in and around pearl carapaxians. Many scholars theorize they
coral reefs, the reef carapaxians are the most are something of an albino variant, similar to that
rare variety since they were most likely to have found among other living species of the world. The
encountered hostile land-based creatures. However, pearl variant has no society of their own, but rather
there are still large tribes of reef carapaxians in and are very rarely born within any of the other variant
around the atolls of the ocean that are thriving. types. They are usually considered sacred and often
valued as signs from the gods among the carapaxian
Trench Carapaxians. Surviving near underwater societies.
volcanic vents, these Carapaxians have hardened,
metallic shells. This allows them to survive the Kelp Carapaxians. These reclusive carapaxians
crushing weight of the ocean at depth, as well as the live in and tend to vast kelp forests off the shores
intense heat found near the vents. of Okkorim. They are perhaps the most friendly of
the species, often seeking trade with land-based
civilizations. They are even occasionally seen
traveling or sailing among them.

47
Ireshkigal, misty step, and shield without expending a spell slot.

Mistress of Water Turn Resistance. Ireshkigal has advantage on saving


throws against any effect that turns undead.
Medium undead (lich), neutral evil
Spellcasting. Ireshkigal is a 20th-level spellcaster.
Armor Class 21 Her spellcasting ability is Intelligence (spell save DC
(robe of the archmagi, ring of protection) 22 (24 with Robe of the Archmagi), +14 (+16 with
Hit Points 135 (18d8 + 54) Robe of the Archmagi) to hit with spell attacks).
Speed 30 ft., swim 60 ft. Ireshkigal has the following wizard spells prepared:

STR DEX CON INT WIS CHA Cantrips (at will): Ireshkigal’s strike*, lightning lure,
11 (+0) 18 (+4) 16 (+3) 23 (+7) 14 (+2) 16 (+3) ray of frost, truestrike, vicious mockery
1st level (4 slots): detect magic, grease,
Saving Throws Con +11, Int +13, Wis +10 magic missile, shield
Skills Arcana +19, History +12, Insight +9, 2nd level (3 slots): mirror image, misty step, web
Perception +9 3rd level (3 slots): counterspell, dispel magic,
Damage Resistances cold, lightning; bludgeoning, water walk
piercing, and slashing from nonmagical attacks 4th level (3 slots): control water, ice storm,
Damage Immunities necrotic, poison greater invisibility
Condition Immunities charmed, exhaustion, 5th level (3 slots): cone of cold, wall of force
frightened, paralyzed, poisoned 6th level (2 slots): chain lightning, globe of
Senses truesight 120 ft., passive Perception 19 invulnerability
Languages Abyssal, Aquan, Common, Draconic, Ydrissi 7th level (2 slots): plane shift, teleport
Challenge 22 (41,000 XP) 8th level (1 slot): tsunami
Proficiency Bonus +7 9th level (1 slot): wish

Displacement. Ireshkigal projects a magical illusion Actions


that makes her appear to be standing near her
actual location. This causes attack rolls against her Paralyzing Touch. Melee Spell Attack: +12 to hit,
to have disadvantage. This trait is interrupted until reach 5 ft., one creature. Hit: 10 (3d6) cold damage.
the end of her next turn if she is hit with an attack, The target must succeed on a DC 18 Constitution
incapacitated, or reduced to a speed of 0. saving throw or be paralyzed for 1 minute. The
target can repeat the saving throw at the end of
Empowered Cantrips. When Ireshkigal casts a cantrip each of its turns, ending the effect on itself on a
that allows a saving throw, the target still takes half success.
damage from the cantrip, even if they make their
saving throw, but do not suffer any additional effects.
Legendary Actions
Legendary Resistance (3/Day). If Ireshkigal fails a
Ireshkigal can take 3 legendary actions, choosing
saving throw, she can choose to succeed instead.
from the options below. Only one legendary action
can be used at a time, and only at the end of another
Overchannel. Ireshkigal may choose to deal
creature’s turn. Ireshkigal regains spent legendary
maximum damage for any spell she casts of 5th
actions at the start of her turn.
level and below. When she does so, she takes 1d12
damage.
Cantrip. Ireshkigal casts a cantrip.
Rejuvenation. If she has a phylactery, a destroyed
Spell Mastery. Ireshkigal casts magic missile, misty
Ireshkigal gains a new body in 1d10 days, regaining
step, or shield without expending a spell slot.
all her hit points and becoming active again. The
new body appears within 5 feet of the phylactery.
Paralyzing Touch (Costs 2 Actions). Ireshkigal uses
her Paralyzing Touch.
Spell Mastery. Ireshkigal may cast magic missile,

48
Frightening Gaze (Costs 2 Actions). TIreshkigal maximum damage. If no one is attacking her
fixes its gaze on one creature she can see within in melee, she will use misty step to get near a
10 feet of it. The target must succeed on a DC 18 spellcaster and attempt to use paralyzing touch on
Wisdom saving throw against this magic or become them.
frightened for 1 minute. The frightened target can
repeat the saving throw at the end of each of its Keep in mind, Ireshkigal has 3 legendary actions
turns, ending the effect on itself on a success. If a each turn that she can use to cast shield to avoid
target’s saving throw is successful or the effect ends attacks, magic missile dealing maximum damage,
for it, the target is immune to the Ireshkigal’s gaze or misty step to get away from dangerous melee
for the next 24 hours. combatants or use any of her cantrips.

Disrupt Life (Costs 3 Actions). Each non-undead New Spell


creature within 20 feet of the Ireshkigal must make
a DC 18 Constitution saving throw against this Ireshkigal’s Strike
magic, taking 21 (6d6) necrotic damage on a failed Evocation cantrip
save, or half as much damage on a successful one.
Casting Time: 1 action
Magical Items Range: Self (5-foot radius)
Components: S, V
Ring of Protection, Helm of Telepathy (her Crown), Duration: Instantaneous
Black Robes of the Archmagi
You make a melee attack with your hand against
Recommendations on one creature within 5 feet of you. On a hit, the target
suffers 1d6 force damage, and you can cause blue
Playing Ireshkigal eldritch flame to leap from the target to a different
creature of your choice that you can see within 10
The lich is an extremely powerful wizard. She was feet of the target. The second creature takes force
among the most powerful spellcasters known damage equal to your spellcasting ability modifier.
during the time of the Ydrissid. As a lich, her power You suffer 1d4 force damage from the strike.
has significantly increased. Ireshkigal will use
her paralyzing touch against any character who At Higher Levels. At 5th level, the melee attack deals
gets within melee range of her and reserve her an extra 2d6 force damage to the target on a hit, and
frightening gaze for those in missile range. the force damage to the second creature increases
to 2d6 + your spellcasting ability modifier. Both
On her first round, in addition to her displacement damage rolls increase by 1d6 at 11th level (3d6 and
ability, she will cast mirror image, producing three 3d6) and 17th level (4d6 and 4d6).
images of herself. When these images are gone, she
will use her greater invisibility. On her second turn, Spell Lists. Sorcerer, Warlock, Wizard (Optional)
Ireshkigal will focus on splitting up the party, first
using her wall of force to divide the room and then
use web to immobilize combatants nearest to her
(remember her spell DC is +2 for the Robe of the
Magi).

When faced with a concentrated group, she will


use cone of cold and ice storm dealing maximum
damage. She will also liberally use ray of frost and
vicious mockery to impede those attempting to
attack her.

When able, she will use her Ireshkigal’s strike


cantrip, particularly as her legendary action, to
attack multiple characters at a time, each dealing

49
Kudurru
Large celestial, lawful good The Kudurru is thought to be the animal form
and manifestation of the Goddess Mazuzah. The
Armor Class 17 (natural armor) Kudurru is an otherworldly creature that appears
Hit Points 127 (15d10 + 45) to intertwine the noble grace of a deer with the
Speed 60 ft., fly 90 ft. fierce presence of a dragon. Its body is covered
in iridescent scales that shimmer in the sunlight.
STR DEX CON INT WIS CHA The kudurru have manes of pure, white flame that
undulate as it moves. This white mane is contrasted
18 (+4) 15 (+2) 16 (+3) 15 (+2) 20 (+5) 20 (+5)
sharply by the obsidian-like antlers that seem to
swallow all light around it. When the kudurru flies,
Saving Throws Dex +6, Con +7, Wis +9, Cha +9 it wraps itself in a radiant, iridescent cloud of pure
Skills Perception +9, Persuasion +9 energy that gives off the appearance of running
Damage Resistances radiant; bludgeoning, piercing, through the fog.
and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion,
frightened
Senses darkvision 120 ft., passive Perception 19
Languages Celestial, Common, telepathy 120 ft.
Challenge 8 (3,900 XP)

Freedom of the Skies. The kudurru is under a constant


freedom of movement spell while flying.

Innate Spellcasting. The kudurru’s innate spellcasting


ability is Charisma (spell save DC 17). It can innately
cast the following spells, requiring no material
components:
At will: detect evil and good
3/day each: calm emotions, lesser restoration, shield
of faith
1/day each: banishment, dispel evil and good, holy
aura

Actions
Multiattack. The kudurru makes two attacks: one
with its hooves and one with its antlers.
Antlers. Melee Weapon Attack: +8 to hit, reach 10
ft., one target. Hit: 16 (2d10 + 5) piercing damage. If
the target is a creature, it must succeed on a DC 15
Wisdom saving throw or be charmed by the kudurru
for 1 minute.

Hooves: Melee Weapon Attack: +8 to hit, reach 5 ft.,


one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Healing Touch (Recharge 5-6). The kudurru touches


another creature. The target magically regains 18
(4d8) hit points and is freed from any curse, disease,
poison, blindness, or deafness.

50
Loam, Seneschal of the Sentry’s Rest. Instead of sleeping, Loam enters a state
of inactive mode for 4 hours each day. While in this
Fortress state, he is fully aware of his surroundings and can
perceive any approaching threats.
Medium construct (arcanata), lawful neutral

Armor Class 17 (natural armor) Actions


Hit Points 189 (18d10 + 90)
Speed 30 ft. Multiattack. Loam makes two attacks with its
longsword or two attacks with its shortsword.
STR DEX CON INT WIS CHA
Longsword. Melee Weapon Attack: +8 to hit, reach 5
18 (+4) 12 (+1) 20 (+5) 16 (+3) 14 (+2) 10 (+0) ft., one target. Hit: 10 (1d8 + 4) slashing damage.

Saving Throws Str +8, Con +10 Shortsword. Melee Weapon Attack: +8 to hit, reach 5
Skills Arcana +8, History +8, Perception +7 ft., one target. Hit: 9 (1d6 + 4) piercing damage.
Damage Immunities poison
Condition Immunities disease, poisoned
Languages Abyssal, Common, Ancient Ydrissid
Legendary Actions
Challenge 15 (13,000 xp)
Loam can take 2 legendary actions, choosing from
the options below. He can only use one legendary
Action Surge (1/day). Loam can take an additional
action at a time and only at the end of another
action on top of his regular action and a possible
creature’s turn. Loam regains spent legendary
bonus action.
actions at the start of his turn.
Spellcasting. Loam is a 18th-level spellcaster. His
Unerring Strikes: Loam makes one longsword or
spellcasting ability is Intelligence (spell save DC
shortsword attack.
16, +8 to hit with spell attacks). Loam knows the
following Wizard spells:
Arcane Burst (Costs 2 Actions): Loam taps into its
magical abilities, releasing a burst of arcane energy.
Cantrips (at will): blade ward,, mage hand,
Each creature of his choice within 30 feet of Loam
prestidigitation
must make a DC 17 Dexterity saving throw, taking 18
1st level (4 slots): absorb elements, shield
(4d8) force damage on a failed save, or half as much
2nd level (3 slots): blur, hold person
damage on a successful one.
3rd level (3 slots): counterspell, dispel magic
4th level (3 slots): fire shield, ice storm
5th level (2 slots): , wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): etherealness
8th level (1 slot): dominate monster
9th level (1 slot): prismatic wall

Eldritch Strike. When Loam hits a creature with


a weapon attack, he can choose to impose
disadvantage on the target’s saving throw against
his next spell.

Legendary Resistance (3/Day). If Loam fails a saving


throw, it can choose to succeed instead.

War Magic. When Loam uses his action to cast a


cantrip, he can make one weapon attack as a bonus
action.

51
Pale Rider Actions
Medium humanoid (elf), lawful evil Multiattack. The pale rider makes two attacks. It may
take two attacks with their polearm, or one attack
Armor Class 17 (half plate, shield) with the polearm and one spell that requires no
Hit Points 110 (13d8 + 52) more than one action to cast.
Speed 30 ft.
Polearm. Melee Weapon Attack: +8 to hit, reach 10
STR DEX CON INT WIS CHA ft., one target. Hit: 9 (1d10 + 4) slashing damage,
14 (+2) 18 (+4) 18 (+4) 12 (+1) 14 (+2) 20 (+5) or 11 (1d12 + 4) slashing damage if used with two
hands.
Saving Throws Dex +8, Con +8, Cha +10
Skills Athletics +5, Perception +6 Legendary Actions
Senses darkvision 60 ft., passive Perception 16
Languages Common, Elvish The rider can take 3 legendary actions, choosing
Challenge 9 (5,000 XP) from the options below. Only one legendary action
Proficiency Bonus +4 option can be used at a time and only at the end
of another creature’s turn. The rider regains spent
Mounted Combatant. While mounted on its pale legendary actions at the start of their turn.
horse, the rider gains the following benefits:
• All spells that affect the pale rider affect the pale Spell. The rider casts a spell from their prepared
horse as well. spells, using the appropriate spell slot.
• The rider has advantage on melee attack rolls
against any creature that is smaller than the pale Mounted Attack. The rider makes one polearm attack
horse. while mounted.
• The rider can force an attack targeting the pale
horse to target themselves instead. Disruptive Maneuver. The rider uses their knowledge
of mounted combat to interfere with an enemy’s
Spellcasting. The pale rider is a 13th-level attack. They force an attacker to make a DC 18
spellcaster. Its spellcasting ability is Charisma (spell Dexterity saving throw. On a failure, the attacker’s
save DC 18, +10 to hit with spell attacks). The rider attack misses its target and instead hits another
has the following spells prepared: creature of the rider’s choice within its reach.

Cantrips (at will). chill touch, eldritch blast, mage


hand, minor illusion
1st level (4 slots): hex, hellish rebuke, shield
2nd level (3 slots): hold person, misty step
3rd level (3 slots): counterspell, fear, vampiric touch
4th level (3 slots): banishment, dimension door
5th level (2 slots): contact other plane

Art by Vagelio Kaliva

52
Pale Horse Soraquan
Large celestial, lawful evil Medium beast, neutral

Armor Class 15 (natural armor) Armor Class 13 (natural armor)


Hit Points 90 (12d10 + 24) Hit Points 33 (6d8 + 6)
Speed 60 ft. Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 15 (+2) 6 (-2) 13 (+1) 8 (-1) 14 (+2) 15 (+2) 13 (+1) 2 (-4) 13 (+1) 5 (-3)

Saving Throws Dex +5, Con +5 Skills Perception +3


Skills Perception +4 Senses darkvision 60 ft., passive Perception 13
Senses darkvision 60 ft., passive Perception 14 Languages None
Languages understands Common and Elvish, but Challenge 2 (450 XP)
can’t speak
Challenge 4 (1,100 XP) Hold Breath. Soraquan are mammals, but can hold
Proficiency Bonus +3 their breath for 30 minutes.

Misty Gallop. When not in combat, the legs of the Keen Senses. Soraquan have advantage on Wisdom
pale horse are enveloped by a white mist which (Perception) checks that rely on sight or smell.
triples its movement speed. The pale horse can
maintain this ability for up to eight hours. It regains Pack Tactics. Soraquan have advantage on an attack
this ability after a long rest. roll against a creature if at least one soraquan’s
allies is within 5 feet of the creature and the ally
Trampling Charge. If the war horse moves at least isn’t incapacitated.
20 feet in a straight line, any creature in that line
must succeed on a DC 15 Strength saving throw or Pod Mentality. A soraquan can sense other soraquans
be knocked prone. If a target is prone, the horse can within 60 feet of it. It can use its perception skill
make a hooves attack against it as a bonus action. through any other soraquan within that range.

Actions Actions
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., Multiattack. The soraquan makes two attacks: one
one target. Hit: 13 (2d6 + 5) bludgeoning damage. with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 7 (1d8 + 3) piercing damage.
The soraquan is a magnificent aquatic creature,
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
resembling a mix between a seal and a fish with
one target. Hit: 6 (1d6 + 3) slashing damage.
webbed appendages that serve as gliding wings. Its
sleek head and shoulders are covered in scales that
Water Jet (Recharge 5-6). The soraquan exhales a
shift in hues of deep blue and iridescent silver as it
blast of water in a 30-foot line that is 5 feet wide.
maneuvers through the water. While the rest of its
A single creature of medium-size or smaller in that
body is covered in a thick brindle coat of fur. With
line must make a DC 11 Strength saving throw,
elongated, streamlined features, it possesses four
taking 3 (1d6) bludgeoning damage and is knocked
powerful limbs with webbed appendages, allowing it
back 5-feet, falling prone on a failed save, or half as
to move gracefully and swiftly beneath the waves as
much damage on a successful one.
well as glide above the waves. Soraquan are usually
found in packs of 10-100 individuals.

53
Void Walker Actions
Large elemental (null), neutral Multiattack. The Void Walker makes two touch
attacks.
Armor Class 20 (natural armor)
Hit Points 101 (14d8 + 42) Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one
Speed 30 ft., fly 30 ft. target. Hit: 17 (4d6 + 3) necrotic damage.

STR DEX CON INT WIS CHA Null Ray (Recharge 5-6). The Void Walker emits a
18 (+4) 14 (+2) 16 (+3) 12 (+1) 15 (+2) 10 (+0) beam of null energy in a line that is 60 feet long and
5 feet wide. Each creature in that line must make a
DC 15 Constitution saving throw, taking 22 (4d10)
Damage Resistances acid, fire, lightning, thunder;
necrotic damage on a failed save, or half as much
bludgeoning, piercing, and slashing from nonmagical
damage on a successful one.
attacks
Damage Immunities cold, poison Condition
Immunities exhaustion, grappled, paralyzed, petrified, Reactions
poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 12 Unravel Magic. When a creature the Void Walker can
Languages understands all but speaks none see within 60 feet of it casts a spell, the Void Walker
Challenge 10 (5,900 XP) can use its reaction to make an Intelligence (Arcana)
Proficiency Bonus +4 check. The DC equals 10 + the spell’s level. On a
success, the creature’s spell fails and has no effect.
Null Movement. The Void Walker moves through its
own plane of Null to change its location on the
Material Plane. This appears as if it were winking out
of existence for a brief moment before reappearing. In the darkness before you looms a figure of
This movement does not provoke opportunity immense height, topping 9 feet tall. Its form
attacks. It can move through other creatures and consists of shimmering, translucent nothing as if
objects as if they were difficult terrain. It takes 5 part of the darkness itself. Rather than an object
(1d10) force damage if it ends its turn inside an you could touch, the creature before you appears
object. Any creature it moves through takes 5 (1d10) to be the opposite—a jagged tear in space where
force damage. nothing exists. Where their eyes should be, two
white tears in the nothing exist and white regard
Void Form. The Void Walker is immune to any spell or you with an unreadable gaze. The light around it
effect that would alter its form. seems to dim, drawn into its form. Each move it
makes is eerily smooth, as though the world around
Magic Resistance. The Void Walker has advantage it is bending before it. As it moves forward, it does
on saving throws against spells and other magical not traverse the space, but rather blinks from one
effects. spot to the next.

54
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